Opentk/Source/Bind/Specifications/Docs/glGetActiveUniformsiv.xml

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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook MathML Module V1.1b1//EN"
"http://www.oasis-open.org/docbook/xml/mathml/1.1CR1/dbmathml.dtd">
<refentry id="glGetActiveUniformsiv">
<refmeta>
<refentrytitle>glGetActiveUniformsiv</refentrytitle>
<manvolnum>3G</manvolnum>
</refmeta>
<refnamediv>
<refname>glGetActiveUniformsiv</refname>
<refpurpose>Returns information about several active uniform variables for the specified program object</refpurpose>
</refnamediv>
<refsynopsisdiv><title>C Specification</title>
<funcsynopsis>
<funcprototype>
<funcdef>void <function>glGetActiveUniformsiv</function></funcdef>
<paramdef>GLuint <parameter>program</parameter></paramdef>
<paramdef>GLsizei <parameter>uniformCount</parameter></paramdef>
<paramdef>const GLuint *<parameter>uniformIndices</parameter></paramdef>
<paramdef>GLenum <parameter>pname</parameter></paramdef>
<paramdef>GLint *<parameter>params</parameter></paramdef>
</funcprototype>
</funcsynopsis>
</refsynopsisdiv>
<refsect1 id="parameters"><title>Parameters</title>
<variablelist>
<varlistentry>
<term><parameter>program</parameter></term>
<listitem>
<para>Specifies the program object to be queried.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><parameter>uniformCount</parameter></term>
<listitem>
<para>Specifies both the number of elements in the array of indices <parameter>uniformIndices</parameter> and the
number of parameters written to <parameter>params</parameter> upon successful return.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><parameter>uniformIndices</parameter></term>
<listitem>
<para>Specifies the address of an array of <parameter>uniformCount</parameter> integers containing the indices of
uniforms within <parameter>program</parameter> whose parameter <parameter>pname</parameter> pname.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><parameter>pname</parameter></term>
<listitem>
<para>Specifies the property of the each uniform in <parameter>uniformIndices</parameter> that should be
written into the corresponding element of <parameter>params</parameter>.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><parameter>params</parameter></term>
<listitem>
<para>Specifies the address of an array of <parameter>uniformCount</parameter> integers which are to
receive the value of <parameter>pname</parameter> for each uniform in <parameter>uniformIndices</parameter>.</para>
</listitem>
</varlistentry>
</variablelist>
</refsect1>
<refsect1 id="description"><title>Description</title>
<para>
<function>glGetActiveUniformsiv</function> queries the value of the parameter named <parameter>pname</parameter>
for each of the uniforms within <parameter>program</parameter> whose indices are specified in the array of
<parameter>uniformCount</parameter> unsigned integers <parameter>uniformIndices</parameter>. Upon success,
the value of the parameter for each uniform is written into the corresponding entry in the array whose
address is given in <parameter>params</parameter>. If an error is generated, nothing is written into
<parameter>params</parameter>.
</para>
<para>
If <parameter>pname</parameter> is <constant>GL_UNIFORM_TYPE</constant>, then an array identifying the types
of uniforms specified by the corresponding array of <parameter>uniformIndices</parameter> is returned. The
returned types can be any of the values from the following table:
<informaltable frame="topbot">
<tgroup cols="2" align="left">
<colspec colwidth="1.1*" />
<colspec colwidth="1*" />
<thead>
<row>
<entry rowsep="1" align="left"><emphasis role="bold">
Returned Symbolic Contant
</emphasis></entry>
<entry rowsep="1" align="left"><emphasis role="bold">
Shader Uniform Type
</emphasis></entry>
</row>
</thead>
<tbody>
<row>
<entry align="left">
<constant>GL_FLOAT</constant>
</entry>
<entry align="left">
<constant>float</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_FLOAT_VEC2</constant>
</entry>
<entry align="left">
<constant>vec2</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_FLOAT_VEC3</constant>
</entry>
<entry align="left">
<constant>vec3</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_FLOAT_VEC4</constant>
</entry>
<entry align="left">
<constant>vec4</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_DOUBLE</constant>
</entry>
<entry align="left">
<constant>double</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_DOUBLE_VEC2</constant>
</entry>
<entry align="left">
<constant>dvec2</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_DOUBLE_VEC3</constant>
</entry>
<entry align="left">
<constant>dvec3</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_DOUBLE_VEC4</constant>
</entry>
<entry align="left">
<constant>dvec4</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_INT</constant>
</entry>
<entry align="left">
<constant>int</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_INT_VEC2</constant>
</entry>
<entry align="left">
<constant>ivec2</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_INT_VEC3</constant>
</entry>
<entry align="left">
<constant>ivec3</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_INT_VEC4</constant>
</entry>
<entry align="left">
<constant>ivec4</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_UNSIGNED_INT</constant>
</entry>
<entry align="left">
<constant>unsigned int</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_UNSIGNED_INT_VEC2</constant>
</entry>
<entry align="left">
<constant>uvec2</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_UNSIGNED_INT_VEC3</constant>
</entry>
<entry align="left">
<constant>uvec3</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_UNSIGNED_INT_VEC4</constant>
</entry>
<entry align="left">
<constant>uvec4</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_BOOL</constant>
</entry>
<entry align="left">
<constant>bool</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_BOOL_VEC2</constant>
</entry>
<entry align="left">
<constant>bvec2</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_BOOL_VEC3</constant>
</entry>
<entry align="left">
<constant>bvec3</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_BOOL_VEC4</constant>
</entry>
<entry align="left">
<constant>bvec4</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_FLOAT_MAT2</constant>
</entry>
<entry align="left">
<constant>mat2</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_FLOAT_MAT3</constant>
</entry>
<entry align="left">
<constant>mat3</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_FLOAT_MAT4</constant>
</entry>
<entry align="left">
<constant>mat4</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_FLOAT_MAT2x3</constant>
</entry>
<entry align="left">
<constant>mat2x3</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_FLOAT_MAT2x4</constant>
</entry>
<entry align="left">
<constant>mat2x4</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_FLOAT_MAT3x2</constant>
</entry>
<entry align="left">
<constant>mat3x2</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_FLOAT_MAT3x4</constant>
</entry>
<entry align="left">
<constant>mat3x4</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_FLOAT_MAT4x2</constant>
</entry>
<entry align="left">
<constant>mat4x2</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_FLOAT_MAT4x3</constant>
</entry>
<entry align="left">
<constant>mat4x3</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_DOUBLE_MAT2</constant>
</entry>
<entry align="left">
<constant>dmat2</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_DOUBLE_MAT3</constant>
</entry>
<entry align="left">
<constant>dmat3</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_DOUBLE_MAT4</constant>
</entry>
<entry align="left">
<constant>dmat4</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_DOUBLE_MAT2x3</constant>
</entry>
<entry align="left">
<constant>dmat2x3</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_DOUBLE_MAT2x4</constant>
</entry>
<entry align="left">
<constant>dmat2x4</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_DOUBLE_MAT3x2</constant>
</entry>
<entry align="left">
<constant>dmat3x2</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_DOUBLE_MAT3x4</constant>
</entry>
<entry align="left">
<constant>dmat3x4</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_DOUBLE_MAT4x2</constant>
</entry>
<entry align="left">
<constant>dmat4x2</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_DOUBLE_MAT4x3</constant>
</entry>
<entry align="left">
<constant>dmat4x3</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_SAMPLER_1D</constant>
</entry>
<entry align="left">
<constant>sampler1D</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_SAMPLER_2D</constant>
</entry>
<entry align="left">
<constant>sampler2D</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_SAMPLER_3D</constant>
</entry>
<entry align="left">
<constant>sampler3D</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_SAMPLER_CUBE</constant>
</entry>
<entry align="left">
<constant>samplerCube</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_SAMPLER_1D_SHADOW</constant>
</entry>
<entry align="left">
<constant>sampler1DShadow</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_SAMPLER_2D_SHADOW</constant>
</entry>
<entry align="left">
<constant>sampler2DShadow</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_SAMPLER_1D_ARRAY</constant>
</entry>
<entry align="left">
<constant>sampler1DArray</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_SAMPLER_2D_ARRAY</constant>
</entry>
<entry align="left">
<constant>sampler2DArray</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_SAMPLER_1D_ARRAY_SHADOW</constant>
</entry>
<entry align="left">
<constant>sampler1DArrayShadow</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_SAMPLER_2D_ARRAY_SHADOW</constant>
</entry>
<entry align="left">
<constant>sampler2DArrayShadow</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_SAMPLER_2D_MULTISAMPLE</constant>
</entry>
<entry align="left">
<constant>sampler2DMS</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_SAMPLER_2D_MULTISAMPLE_ARRAY</constant>
</entry>
<entry align="left">
<constant>sampler2DMSArray</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_SAMPLER_CUBE_SHADOW</constant>
</entry>
<entry align="left">
<constant>samplerCubeShadow</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_SAMPLER_BUFFER</constant>
</entry>
<entry align="left">
<constant>samplerBuffer</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_SAMPLER_2D_RECT</constant>
</entry>
<entry align="left">
<constant>sampler2DRect</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_SAMPLER_2D_RECT_SHADOW</constant>
</entry>
<entry align="left">
<constant>sampler2DRectShadow</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_INT_SAMPLER_1D</constant>
</entry>
<entry align="left">
<constant>isampler1D</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_INT_SAMPLER_2D</constant>
</entry>
<entry align="left">
<constant>isampler2D</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_INT_SAMPLER_3D</constant>
</entry>
<entry align="left">
<constant>isampler3D</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_INT_SAMPLER_CUBE</constant>
</entry>
<entry align="left">
<constant>isamplerCube</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_INT_SAMPLER_1D_ARRAY</constant>
</entry>
<entry align="left">
<constant>isampler1DArray</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_INT_SAMPLER_2D_ARRAY</constant>
</entry>
<entry align="left">
<constant>isampler2DArray</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_INT_SAMPLER_2D_MULTISAMPLE</constant>
</entry>
<entry align="left">
<constant>isampler2DMS</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY</constant>
</entry>
<entry align="left">
<constant>isampler2DMSArray</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_INT_SAMPLER_BUFFER</constant>
</entry>
<entry align="left">
<constant>isamplerBuffer</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_INT_SAMPLER_2D_RECT</constant>
</entry>
<entry align="left">
<constant>isampler2DRect</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_UNSIGNED_INT_SAMPLER_1D</constant>
</entry>
<entry align="left">
<constant>usampler1D</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_UNSIGNED_INT_SAMPLER_2D</constant>
</entry>
<entry align="left">
<constant>usampler2D</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_UNSIGNED_INT_SAMPLER_3D</constant>
</entry>
<entry align="left">
<constant>usampler3D</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_UNSIGNED_INT_SAMPLER_CUBE</constant>
</entry>
<entry align="left">
<constant>usamplerCube</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_UNSIGNED_INT_SAMPLER_1D_ARRAY</constant>
</entry>
<entry align="left">
<constant>usampler2DArray</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_UNSIGNED_INT_SAMPLER_2D_ARRAY</constant>
</entry>
<entry align="left">
<constant>usampler2DArray</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE</constant>
</entry>
<entry align="left">
<constant>usampler2DMS</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY</constant>
</entry>
<entry align="left">
<constant>usampler2DMSArray</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_UNSIGNED_INT_SAMPLER_BUFFER</constant>
</entry>
<entry align="left">
<constant>usamplerBuffer</constant>
</entry>
</row>
<row>
<entry align="left">
<constant>GL_UNSIGNED_INT_SAMPLER_2D_RECT</constant>
</entry>
<entry align="left">
<constant>usampler2DRect</constant>
</entry>
</row>
</tbody>
</tgroup>
</informaltable>
</para>
<para>
If <parameter>pname</parameter> is <constant>GL_UNIFORM_SIZE</constant>, then an array identifying the
size of the uniforms specified by the corresponding array of <parameter>uniformIndices</parameter> is
returned. The sizes returned are in units of the type returned by a query of <constant>GL_UNIFORM_TYPE</constant>.
For active uniforms that are arrays, the size is the number of active elements in the array;
for all other uniforms, the size is one.
</para>
<para>
If <parameter>pname</parameter> is <constant>GL_UNIFORM_NAME_LENGTH</constant>, then an array identifying the
length, including the terminating null character, of the uniform name strings specified by the corresponding
array of <parameter>uniformIndices</parameter> is returned.
</para>
<para>
If <parameter>pname</parameter> is <constant>GL_UNIFORM_BLOCK_INDEX</constant>, then an array identifying the
the uniform block index of each of the uniforms specified by the corresponding array of <parameter>uniformIndices</parameter>
is returned. The uniform block index of a uniform associated with the default uniform block is -1.
</para>
<para>
If <parameter>pname</parameter> is <constant>GL_UNIFORM_OFFSET</constant>, then an array of uniform buffer
offsets is returned. For uniforms in a named uniform block, the returned value will be its offset, in basic
machine units, relative to the beginning of the uniform block in the buffer object data store.
For atomic counter uniforms, the returned value will be its offset relative to the beginning of its active
atomic counter buffer.
For all other uniforms, -1 will be returned.
</para>
<para>
If <parameter>pname</parameter> is <constant>GL_UNIFORM_ARRAY_STRIDE</constant>, then an array identifying the
stride between elements of each of the uniforms specified by the corresponding array of
<parameter>uniformIndices</parameter> is returned.
For uniforms in named uniform blocks and for uniforms declared as atomic counters, the stride is the difference,
in basic machine units, of consecutive elements in an array, or zero for uniforms not declared as an array.
For all other uniforms, a stride of -1 will be returned.
</para>
<para>
If <parameter>pname</parameter> is <constant>GL_UNIFORM_MATRIX_STRIDE</constant>, then an array identifying the stride
between columns of a column-major matrix or rows of a row-major matrix, in basic machine units, of each of the uniforms
specified by the corresponding array of <parameter>uniformIndices</parameter> is returned. The matrix stride of a
uniform associated with the default uniform block is -1. Note that this information only makes sense for uniforms
that are matrices. For uniforms that are not matrices, but are declared in a named uniform block, a matrix stride of
zero is returned.
</para>
<para>
If <parameter>pname</parameter> is <constant>GL_UNIFORM_IS_ROW_MAJOR</constant>, then an array identifying whether each
of the uniforms specified by the corresponding array of <parameter>uniformIndices</parameter> is a row-major matrix or not is returned. A
value of one indicates a row-major matrix, and a value of zero indicates a column-major matrix, a matrix in the default
uniform block, or a non-matrix.
</para>
<para>
If <parameter>pname</parameter> is <constant>GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX</constant>, then an array
identifying the active atomic counter buffer index of each of the uniforms specified by the corresponding array
of <parameter>uniformIndices</parameter> is returned. For uniforms other than atomic counters, the returned buffer
index is -1. The returned indices may be passed to <citerefentry><refentrytitle>glGetActiveAtomicCounterBufferiv</refentrytitle></citerefentry>
to query the properties of the associated buffer, and not necessarily the binding point specified in the uniform declaration.
</para>
</refsect1>
<refsect1 id="notes"><title>Notes</title>
<para>
The double types, <constant>GL_DOUBLE</constant>, <constant>GL_DOUBLE_VEC2</constant>,
<constant>GL_DOUBLE_VEC3</constant>, <constant>GL_DOUBLE_VEC4</constant>,
<constant>GL_DOUBLE_MAT2</constant>, <constant>GL_DOUBLE_MAT3</constant>,
<constant>GL_DOUBLE_MAT4</constant>, <constant>GL_DOUBLE_MAT2x3</constant>,
<constant>GL_DOUBLE_MAT2x4</constant>, <constant>GL_DOUBLE_MAT3x2</constant>,
<constant>GL_DOUBLE_MAT3x4</constant>, <constant>GL_DOUBLE_MAT4x2</constant>,
and <constant>GL_DOUBLE_MAT4x3</constant> are only available if the GL
version is 4.1 or higher.
</para>
<para>
<constant>GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX</constant> is only accepted by <parameter>pname</parameter>
if the GL version is 4.2 or higher.
</para>
</refsect1>
<refsect1 id="errors"><title>Errors</title>
<para><constant>GL_INVALID_VALUE</constant> is generated if
<parameter>program</parameter> is not a value generated by
OpenGL.</para>
<para><constant>GL_INVALID_OPERATION</constant> is generated if
<parameter>program</parameter> is not a program object.</para>
<para><constant>GL_INVALID_VALUE</constant> is generated if
<parameter>uniformCount</parameter> is greater than or equal to the
value of <constant>GL_ACTIVE_UNIFORMS</constant> for
<parameter>program</parameter>.</para>
<para><constant>GL_INVALID_ENUM</constant> is generated if <parameter>pname</parameter>
is not an accepted token.</para>
</refsect1>
<refsect1 id="associatedgets"><title>Associated Gets</title>
<para><citerefentry><refentrytitle>glGet</refentrytitle></citerefentry>
with argument <constant>GL_MAX_VERTEX_UNIFORM_COMPONENTS</constant>,
<constant>GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS</constant>,
<constant>GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS</constant>,
<constant>GL_MAX_GEOMETRY_UNIFORM_COMPONENTS</constant>,
<constant>GL_MAX_FRAGMENT_UNIFORM_COMPONENTS</constant>, or
<constant>GL_MAX_COMBINED_UNIFORM_COMPONENTS</constant>.</para>
<para><citerefentry><refentrytitle>glGetProgram</refentrytitle></citerefentry>
with argument <constant>GL_ACTIVE_UNIFORMS</constant> or
<constant>GL_ACTIVE_UNIFORM_MAX_LENGTH</constant>.</para>
<para><citerefentry><refentrytitle>glIsProgram</refentrytitle></citerefentry></para>
</refsect1>
<refsect1 id="seealso"><title>See Also</title>
<para><citerefentry><refentrytitle>glGetUniform</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glGetActiveUniform</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glGetUniformLocation</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glLinkProgram</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glUniform</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glUseProgram</refentrytitle></citerefentry></para>
</refsect1>
<refsect1 id="Copyright"><title>Copyright</title>
<para>
Copyright <trademark class="copyright"></trademark> 2011 Khronos Group
This material may be distributed subject to the terms and conditions set forth in
the Open Publication License, v 1.0, 8 June 1999.
<ulink url="http://opencontent.org/openpub/">http://opencontent.org/openpub/</ulink>.
</para>
</refsect1>
</refentry>