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430 lines
30 KiB
XML
430 lines
30 KiB
XML
<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook MathML Module V1.1b1//EN"
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"http://www.oasis-open.org/docbook/xml/mathml/1.1CR1/dbmathml.dtd">
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<refentry id="glGetProgramResource">
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<refmeta>
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<refmetainfo>
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<copyright>
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<year>2012</year>
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<holder>Khronos Group</holder>
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</copyright>
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</refmetainfo>
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<refentrytitle>glGetProgramResource</refentrytitle>
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<manvolnum>3G</manvolnum>
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</refmeta>
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<refnamediv>
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<refname>glGetProgramResource</refname>
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<refpurpose>retrieve values for multiple properties of a single active resource within a program object</refpurpose>
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</refnamediv>
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<refsynopsisdiv><title>C Specification</title>
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<funcsynopsis>
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<funcprototype>
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<funcdef>void <function>glGetProgramResourceiv</function></funcdef>
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<paramdef>GLuint <parameter>program</parameter></paramdef>
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<paramdef>GLenum <parameter>programInterface</parameter></paramdef>
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<paramdef>GLuint <parameter>index</parameter></paramdef>
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<paramdef>GLsizei <parameter>propCount</parameter></paramdef>
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<paramdef>const Glenum * <parameter>props</parameter></paramdef>
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<paramdef>GLsizei <parameter>bufSize</parameter></paramdef>
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<paramdef>GLsizei * <parameter>length</parameter></paramdef>
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<paramdef>GLint * <parameter>params</parameter></paramdef>
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</funcprototype>
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</funcsynopsis>
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</refsynopsisdiv>
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<refsect1 id="parameters"><title>Parameters</title>
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<variablelist>
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<varlistentry>
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<term><parameter>program</parameter></term>
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<listitem>
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<para>
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The name of a program object whose resources to query.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><parameter>programInterface</parameter></term>
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<listitem>
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<para>
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A token identifying the interface within <parameter>program</parameter> containing the resource named <parameter>name</parameter>.
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</para>
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</listitem>
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</varlistentry>
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</variablelist>
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</refsect1>
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<refsect1 id="description"><title>Description</title>
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<para>
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<function>glGetProgramResourceiv</function> returns values for multiple properties of a single active resource with an
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index of <parameter>index</parameter> in the interface <parameter>programInterface</parameter> of program object
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<parameter>program</parameter>. For each resource, values for <parameter>propCount</parameter> properties specified
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by the array <parameter>props</parameter> are returned. <parameter>propCount</parameter> may not be zero.
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An error is generated if any value
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in <parameter>props</parameter> is not one of the properties described immediately belowor if any value in <parameter>props</parameter> is not
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allowed for <parameter>programInterface</parameter>. The set of allowed <parameter>programInterface</parameter>
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values for each property can be found in the following table:
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</para>
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<informaltable frame="topbot">
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<tgroup cols="2" align="left">
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<colspec colnum="1" colname="col1" colwidth="1*"/>
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<colspec colnum="2" colname="col2" colwidth="2*"/>
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<thead>
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<row>
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<entry morerows="1" rowsep="1" align="center">Property</entry>
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<entry morerows="1" rowsep="1" align="center">Supported Interfaces</entry>
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</row>
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</thead>
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<tbody>
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<row>
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<entry align="left"><constant>GL_NAME_LENGTH</constant></entry>
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<entry align="left">Any except <constant>GL_ATOMIC_COUNTER_BUFFER</constant> and <constant>GL_TRANSFORM_FEEDBACK_BUFFER</constant></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_TYPE</constant></entry>
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<entry align="left"><constant>GL_UNIFORM</constant>, <constant>GL_PROGRAM_INPUT</constant>, <constant>GL_PROGRAM_OUTPUT</constant>, <constant>GL_TRANSFORM_FEEDBACK_VARYING</constant>, <constant>GL_BUFFER_VARIABLE</constant></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_ARRAY_SIZE</constant></entry>
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<entry align="left"><constant>GL_UNIFORM</constant>, <constant>GL_BUFFER_VARIABLE</constant>, <constant>GL_PROGRAM_INPUT</constant>,
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<constant>GL_PROGRAM_OUTPUT, VERTEX_SUBROUTINE_UNIFORM</constant>, <constant>GL_TESS_CONTROL_SUBROUTINE_UNIFORM</constant>,
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<constant>GL_TESS_EVALUATION_SUBROUTINE_UNIFORM</constant>, <constant>GL_GEOMETRY_SUBROUTINE_UNIFORM</constant>,
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<constant>GL_FRAGMENT_SUBROUTINE_UNIFORM</constant>, <constant>GL_COMPUTE_SUBROUTINE_UNIFORM</constant>, <constant>GL_TRANSFORM_FEEDBACK_VARYING</constant></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_OFFSET</constant></entry>
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<entry align="left"><constant>GL_UNIFORM</constant>, <constant>GL_BUFFER_VARIABLE</constant>, <constant>GL_TRANSFORM_FEEDBACK_VARYING</constant></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_BLOCK_INDEX</constant></entry>
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<entry align="left"><constant>GL_UNIFORM</constant>, <constant>GL_BUFFER_VARIABLE</constant></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_ARRAY_STRIDE</constant></entry>
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<entry align="left"><constant>GL_UNIFORM</constant>, <constant>GL_BUFFER_VARIABLE</constant></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_MATRIX_STRIDE</constant></entry>
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<entry align="left"><constant>GL_UNIFORM</constant>, <constant>GL_BUFFER_VARIABLE</constant></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_IS_ROW_MAJOR</constant></entry>
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<entry align="left"><constant>GL_UNIFORM</constant>, <constant>GL_BUFFER_VARIABLE</constant></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_ATOMIC_COUNTER_BUFFER_INDEX</constant></entry>
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<entry align="left"><constant>GL_UNIFORM</constant></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_TEXTURE_BUFFER</constant></entry>
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<entry align="left"><emphasis>none</emphasis></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_BUFFER_BINDING</constant></entry>
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<entry align="left"><constant>GL_UNIFORM_BLOCK</constant>, <constant>GL_ATOMIC_COUNTER_BUFFER</constant>, <constant>GL_SHADER_STORAGE_BLOCK</constant></entry>, <constant>GL_TRANSFORM_FEEDBACK_BUFFER</constant>
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</row>
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<row>
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<entry align="left"><constant>GL_BUFFER_DATA_SIZE</constant></entry>
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<entry align="left"><constant>GL_UNIFORM_BLOCK</constant>, <constant>GL_ATOMIC_COUNTER_BUFFER</constant>, <constant>GL_SHADER_STORAGE_BLOCK</constant></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_NUM_ACTIVE_VARIABLES</constant></entry>
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<entry align="left"><constant>GL_UNIFORM_BLOCK</constant>, <constant>GL_ATOMIC_COUNTER_BUFFER</constant>, <constant>GL_SHADER_STORAGE_BLOCK</constant></entry>, <constant>GL_TRANSFORM_FEEDBACK_BUFFER</constant>
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</row>
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<row>
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<entry align="left"><constant>GL_ACTIVE_VARIABLES</constant></entry>
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<entry align="left"><constant>GL_UNIFORM_BLOCK</constant>, <constant>GL_ATOMIC_COUNTER_BUFFER</constant>, <constant>GL_SHADER_STORAGE_BLOCK</constant></entry>, <constant>GL_TRANSFORM_FEEDBACK_BUFFER</constant>
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</row>
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<row>
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<entry align="left"><constant>GL_REFERENCED_BY_VERTEX_SHADER</constant></entry>
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<entry align="left"><constant>GL_UNIFORM</constant>, <constant>GL_UNIFORM_BLOCK</constant>, <constant>GL_ATOMIC_COUNTER_SHADER</constant>,
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<constant>GL_BUFFER</constant>, <constant>GL_SHADER_STORAGE_BLOCK</constant>, <constant>GL_BUFFER_VARIABLE</constant>,
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<constant>GL_PROGRAM_INPUT</constant>, <constant>GL_PROGRAM_OUTPUT</constant></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_REFERENCED_BY_TESS_CONTROL_SHADER</constant></entry>
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<entry align="left"><constant>GL_UNIFORM</constant>, <constant>GL_UNIFORM_BLOCK</constant>, <constant>GL_ATOMIC_COUNTER_SHADER</constant>,
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<constant>GL_BUFFER</constant>, <constant>GL_SHADER_STORAGE_BLOCK</constant>, <constant>GL_BUFFER_VARIABLE</constant>,
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<constant>GL_PROGRAM_INPUT</constant>, <constant>GL_PROGRAM_OUTPUT</constant></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_REFERENCED_BY_TESS_EVALUATION_SHADER</constant></entry>
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<entry align="left"><constant>GL_UNIFORM</constant>, <constant>GL_UNIFORM_BLOCK</constant>, <constant>GL_ATOMIC_COUNTER_SHADER</constant>,
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<constant>GL_BUFFER</constant>, <constant>GL_SHADER_STORAGE_BLOCK</constant>, <constant>GL_BUFFER_VARIABLE</constant>,
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<constant>GL_PROGRAM_INPUT</constant>, <constant>GL_PROGRAM_OUTPUT</constant></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_REFERENCED_BY_GEOMETRY_SHADER</constant></entry>
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<entry align="left"><constant>GL_UNIFORM</constant>, <constant>GL_UNIFORM_BLOCK</constant>, <constant>GL_ATOMIC_COUNTER_SHADER</constant>,
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<constant>GL_BUFFER</constant>, <constant>GL_SHADER_STORAGE_BLOCK</constant>, <constant>GL_BUFFER_VARIABLE</constant>,
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<constant>GL_PROGRAM_INPUT</constant>, <constant>GL_PROGRAM_OUTPUT</constant></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_REFERENCED_BY_FRAGMENT_SHADER</constant></entry>
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<entry align="left"><constant>GL_UNIFORM</constant>, <constant>GL_UNIFORM_BLOCK</constant>, <constant>GL_ATOMIC_COUNTER_SHADER</constant>,
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<constant>GL_BUFFER</constant>, <constant>GL_SHADER_STORAGE_BLOCK</constant>, <constant>GL_BUFFER_VARIABLE</constant>,
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<constant>GL_PROGRAM_INPUT</constant>, <constant>GL_PROGRAM_OUTPUT</constant></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_REFERENCED_BY_COMPUTE_SHADER</constant></entry>
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<entry align="left"><constant>GL_UNIFORM</constant>, <constant>GL_UNIFORM_BLOCK</constant>, <constant>GL_ATOMIC_COUNTER_SHADER</constant>,
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<constant>GL_BUFFER</constant>, <constant>GL_SHADER_STORAGE_BLOCK</constant>, <constant>GL_BUFFER_VARIABLE</constant>,
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<constant>GL_PROGRAM_INPUT</constant>, <constant>GL_PROGRAM_OUTPUT</constant></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_NUM_COMPATIBLE_SUBROUTINES</constant></entry>
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<entry align="left"><constant>GL_VERTEX_SUBROUTINE_UNIFORM</constant>, <constant>GL_TESS_CONTROL_SUBROUTINE_UNIFORM</constant>,
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<constant>GL_TESS_EVALUATION_SUBROUTINE_UNIFORM</constant>, <constant>GL_GEOMETRY_SUBROUTINE_UNIFORM</constant>,
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<constant>GL_FRAGMENT_SUBROUTINE_UNIFORM</constant>, <constant>GL_COMPUTE_SUBROUTINE_UNIFORM</constant></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_COMPATIBLE_SUBROUTINES</constant></entry>
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<entry align="left"><constant>GL_VERTEX_SUBROUTINE_UNIFORM</constant>, <constant>GL_TESS_CONTROL_SUBROUTINE_UNIFORM</constant>,
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<constant>GL_TESS_EVALUATION_SUBROUTINE_UNIFORM</constant>, <constant>GL_GEOMETRY_SUBROUTINE_UNIFORM</constant>,
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<constant>GL_FRAGMENT_SUBROUTINE_UNIFORM</constant>, <constant>GL_COMPUTE_SUBROUTINE_UNIFORM</constant></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_TOP_LEVEL_ARRAY_SIZE</constant></entry>
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<entry align="left"><constant>GL_BUFFER_VARIABLE</constant></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_TOP_LEVEL_ARRAY_STRIDE</constant></entry>
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<entry align="left"><constant>GL_BUFFER_VARIABLE</constant></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_LOCATION</constant></entry>
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<entry align="left"><constant>GL_UNIFORM</constant>, <constant>GL_PROGRAM_INPUT</constant>, <constant>GL_PROGRAM_OUTPUT</constant>,
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<constant>GL_VERTEX_SUBROUTINE_UNIFORM</constant>, <constant>GL_TESS_CONTROL_SUBROUTINE_UNIFORM</constant>,
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<constant>GL_TESS_EVALUATION_SUBROUTINE_UNIFORM</constant>, <constant>GL_GEOMETRY_SUBROUTINE_UNIFORM</constant>,
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<constant>GL_FRAGMENT_SUBROUTINE_UNIFORM</constant>, <constant>GL_COMPUTE_SUBROUTINE_UNIFORM</constant></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_LOCATION_INDEX</constant></entry>
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<entry align="left"><constant>GL_PROGRAM_OUTPUT</constant></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_IS_PER_PATCH</constant></entry>
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<entry align="left"><constant>GL_PROGRAM_INPUT</constant>, <constant>GL_PROGRAM_OUTPUT</constant></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_LOCATION_COMPONENT</constant></entry>
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<entry align="left"><constant>GL_PROGRAM_INPUT</constant>, <constant>GL_PROGRAM_OUTPUT</constant></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_TRANSFORM_FEEDBACK_BUFFER_INDEX</constant></entry>
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<entry align="left"><constant>GL_TRANSFORM_FEEDBACK_VARYING</constant></entry>
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</row>
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<row>
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<entry align="left"><constant>GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE</constant></entry>
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<entry align="left"><constant>GL_TRANSFORM_FEEDBACK_BUFFER</constant></entry>
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</row>
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</tbody>
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</tgroup>
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</informaltable>
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<para>
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For the property <constant>GL_NAME_LENGTH</constant>, a single integer identifying the length of
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the name string associated with an active variable, interface block, or
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subroutine is written to <parameter>params</parameter>. The name length includes a terminating
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null character.
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</para>
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<para>
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For the property <constant>GL_TYPE</constant>, a single integer identifying the type of an active
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variable is written to <parameter>params</parameter>. The integer returned is one of the
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values found in table 2.16.
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</para>
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<para>
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For the property <constant>GL_ARRAY_SIZE</constant>, a single integer identifying the number of
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active array elements of an active variable is written to <parameter>params</parameter>. The
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array size returned is in units of the type associated with the property
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<constant>GL_TYPE</constant>. For active variables not corresponding to an array of basic types,
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the value zero is written to <parameter>params</parameter>.
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</para>
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<para>
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For the property <constant>GL_BLOCK_INDEX</constant>, a single integer identifying the index of
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the active interface block containing an active variable is written to
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<parameter>params</parameter>. If the variable is not the member of an interface block, the
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value -1 is written to <parameter>params</parameter>.
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</para>
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<para>
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For the property <constant>GL_OFFSET</constant>, a single integer identifying the offset of an
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active variable is written to <parameter>params</parameter>. For variables in the <constant>GL_UNIFORM</constant> and
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<constant>GL_BUFFER_VARIABLE</constant> interfaces that are backed by a buffer object, the value
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written is the offset of that variable relative to the base of the buffer
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range holding its value. For variables in the <constant>GL_TRANSFORM_FEEDBACK_VARYING</constant>
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interface, the value written is the offset in the transform feedback
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buffer storage assigned to each vertex captured in transform feedback mode
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where the value of the variable will be stored. Such offsets are
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specified via the <code>xfb_offset</code> layout qualifier or assigned according to
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the variables position in the list of strings passed to
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<citerefentry><refentrytitle>glTransformFeedbackVaryings</refentrytitle></citerefentry>. Offsets are expressed in basic machine units.
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For all variables not recorded in transform feedback mode, including the
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special names <code>"gl_NextBuffer"</code>, <code>"gl_SkipComponents1"</code>, <code>"gl_SkipComponents2"</code>,
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<code>"gl_SkipComponents3"</code>, and <code>"gl_SkipComponents4"</code>, -1 is written to <parameter>params</parameter>.
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</para>
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<para>
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For the property <constant>GL_ARRAY_STRIDE</constant>, a single integer identifying the stride
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between array elements in an active variable is written to <parameter>params</parameter>. For
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active variables declared as an array of basic types, the value written is
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the difference, in basic machine units, between the offsets of consecutive
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elements in an array. For active variables not declared as an array of
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basic types, zero is written to <parameter>params</parameter>. For active variables not backed
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by a buffer object, -1 is written to <parameter>params</parameter>, regardless of the variable
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type.
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</para>
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<para>
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For the property <constant>GL_MATRIX_STRIDE</constant>, a single integer identifying the stride
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between columns of a column-major matrix or rows of a row-major matrix is
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written to <parameter>params</parameter>. For active variables declared a single matrix or
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array of matrices, the value written is the difference, in basic machine
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units, between the offsets of consecutive columns or rows in each matrix.
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For active variables not declared as a matrix or array of matrices, zero
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is written to <parameter>params</parameter>. For active variables not backed by a buffer
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object, -1 is written to <parameter>params</parameter>, regardless of the variable type.
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</para>
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<para>
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For the property <constant>GL_IS_ROW_MAJOR</constant>, a single integer identifying whether an
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active variable is a row-major matrix is written to <parameter>params</parameter>. For active
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variables backed by a buffer object, declared as a single matrix or array
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of matrices, and stored in row-major order, one is written to <parameter>params</parameter>.
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For all other active variables, zero is written to <parameter>params</parameter>.
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</para>
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<para>
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For the property <constant>GL_ATOMIC_COUNTER_BUFFER_INDEX</constant>, a single integer identifying
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the index of the active atomic counter buffer containing an active
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variable is written to <parameter>params</parameter>. If the variable is not an atomic counter
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uniform, the value -1 is written to <parameter>params</parameter>.
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</para>
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<para>
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For the property <constant>GL_BUFFER_BINDING</constant>, to index of the buffer binding point
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associated with the active uniform block, shader storage block, atomic
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counter buffer or transform feedback buffer is written to <parameter>params</parameter>.
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</para>
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<para>
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For the property <constant>GL_BUFFER_DATA_SIZE</constant>, then the implementation-dependent
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minimum total buffer object size, in basic machine units, required to hold
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all active variables associated with an active uniform block, shader
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storage block, or atomic counter buffer is written to <parameter>params</parameter>. If the
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final member of an active shader storage block is array with no declared
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size, the minimum buffer size is computed assuming the array was declared
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as an array with one element.
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</para>
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<para>
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For the property <constant>GL_NUM_ACTIVE_VARIABLES</constant>, the number of active variables
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associated with an active uniform block, shader storage block, atomic
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counter buffer or transform feedback buffer is written to <parameter>params</parameter>.
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</para>
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<para>
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For the property <constant>GL_ACTIVE_VARIABLES</constant>, an array of active variable indices
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associated with an active uniform block, shader storage block, atomic
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counter buffer or transform feedback buffer is written to <parameter>params</parameter>. The number of values written to
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<parameter>params</parameter> for an active resource is given by the value of the property
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<constant>GL_NUM_ACTIVE_VARIABLES</constant> for the resource.
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</para>
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<para>
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For the properties <constant>GL_REFERENCED_BY_VERTEX_SHADER</constant>,
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<constant>GL_REFERENCED_BY_TESS_CONTROL_SHADER</constant>, <constant>GL_REFERENCED_BY_TESS_EVALUATION_SHADER</constant>,
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<constant>GL_REFERENCED_BY_GEOMETRY_SHADER</constant>, <constant>GL_REFERENCED_BY_FRAGMENT_SHADER</constant>, and
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<constant>GL_REFERENCED_BY_COMPUTE_SHADER</constant>, a single integer is written to <parameter>params</parameter>,
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identifying whether the active resource is referenced by the vertex,
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tessellation control, tessellation evaluation, geometry, or fragment
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shaders, respectively, in the program object. The value one is written to
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<parameter>params</parameter> if an active variable is referenced by the corresponding shader,
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or if an active uniform block, shader storage block, or atomic counter
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buffer contains at least one variable referenced by the corresponding
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shader. Otherwise, the value zero is written to <parameter>params</parameter>.
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</para>
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<para>
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For the property <constant>GL_TOP_LEVEL_ARRAY_SIZE</constant>, a single integer identifying the
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number of active array elements of the top-level shader storage block
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|
member containing to the active variable is written to <parameter>params</parameter>. If the
|
|
top-level block member is not declared as an array, the value one is
|
|
written to <parameter>params</parameter>. If the top-level block member is an array with no
|
|
declared size, the value zero is written to <parameter>params</parameter>.
|
|
</para>
|
|
<para>
|
|
For the property <constant>GL_TOP_LEVEL_ARRAY_STRIDE</constant>, a single integer identifying the
|
|
stride between array elements of the top-level shader storage block member
|
|
containing the active variable is written to <parameter>params</parameter>. For top-level
|
|
block members declared as arrays, the value written is the difference, in
|
|
basic machine units, between the offsets of the active variable for
|
|
consecutive elements in the top-level array. For top-level block members
|
|
not declared as an array, zero is written to <parameter>params</parameter>.
|
|
</para>
|
|
<para>
|
|
For the property <constant>GL_LOCATION</constant>, a single integer identifying the assigned
|
|
location for an active uniform, input, output, or subroutine uniform
|
|
variable is written to <parameter>params</parameter>. For input, output, or uniform variables
|
|
with locations specified by a layout qualifier, the specified location is
|
|
used. For vertex shader input or fragment shader output variables without
|
|
a layout qualifier, the location assigned when a program is linked is
|
|
written to <parameter>params</parameter>. For all other input and output variables, the value
|
|
-1 is written to <parameter>params</parameter>. For uniforms in uniform blocks, the value -1
|
|
is written to <parameter>params</parameter>.
|
|
</para>
|
|
<para>
|
|
For the property <constant>GL_LOCATION_INDEX</constant>, a single integer identifying the fragment
|
|
color index of an active fragment shader output variable is written to
|
|
<parameter>params</parameter>. If the active variable is an output for a non-fragment shader,
|
|
the value -1 will be written to <parameter>params</parameter>.
|
|
</para>
|
|
<para>
|
|
For the property <constant>GL_IS_PER_PATCH</constant>, a single integer identifying whether the
|
|
input or output is a per-patch attribute. If the active variable is a
|
|
per-patch attribute (declared with the <code>patch</code> qualifier), the value one
|
|
is written to <parameter>params</parameter>; otherwise, the value zero is written to <parameter>params</parameter>.
|
|
</para>
|
|
<para>
|
|
For the property <constant>GL_LOCATION_COMPONENT</constant>, a single integer indicating the first
|
|
component of the location assigned to an active input or output variable
|
|
is written to <parameter>params</parameter>. For input and output variables with a component
|
|
specified by a <code>layout</code> qualifier, the specified component is written.
|
|
For all other input and output variables, the value zero is written.
|
|
</para>
|
|
<para>
|
|
For the property <constant>GL_TRANSFORM_FEEDBACK_BUFFER_INDEX</constant>, a single integer
|
|
identifying the index of the active transform feedback buffer associated
|
|
with an active variable is written to <parameter>params</parameter>. For variables
|
|
corresponding to the special names <code>"gl_NextBuffer"</code>, <code>"gl_SkipComponents1"</code>,
|
|
<code>"gl_SkipComponents2"</code>, <code>"gl_SkipComponents3"</code>, and <code>"gl_SkipComponents4"</code>, -1
|
|
is written to <parameter>params</parameter>.
|
|
</para>
|
|
<para>
|
|
For the property <constant>GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE</constant>, a single integer
|
|
identifying the stride, in basic machine units, between consecutive
|
|
vertices written to the transform feedback buffer is written to <parameter>params</parameter>.
|
|
</para>
|
|
</refsect1>
|
|
<refsect1 id="errors"><title>Errors</title>
|
|
<para>
|
|
<constant>GL_INVALID_VALUE</constant> is generated if <parameter>program</parameter> is
|
|
not the name of an existing program object.
|
|
</para>
|
|
<para>
|
|
<constant>GL_INVALID_VALUE</constant> is generated if <parameter>propCount</parameter> is
|
|
zero.
|
|
</para>
|
|
<para>
|
|
<constant>GL_INVALID_ENUM</constant> is generated if <parameter>programInterface</parameter>
|
|
is not one of the accepted interface types.
|
|
</para>
|
|
<para>
|
|
<constant>GL_INVLALID_ENUM</constant> is generated if any value in <parameter>props</parameter>
|
|
is not one of the accepted tokens for the interface <parameter>programInterface</parameter>
|
|
</para>
|
|
</refsect1>
|
|
<refsect1 id="seealso"><title>See Also</title>
|
|
<para>
|
|
<citerefentry><refentrytitle>glGetProgramResourceName</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glGetGetProgramResourceIndex</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glGetProgramResourceLocation</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glGetProgramResourceLocationIndex</refentrytitle></citerefentry>.
|
|
</para>
|
|
</refsect1>
|
|
<refsect1 id="Copyright"><title>Copyright</title>
|
|
<para>
|
|
Copyright <trademark class="copyright"></trademark> 2012 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>
|