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c7b31271 | 4 | <?xml-stylesheet type="text/xsl" href="mathml.xsl"?><html xmlns="http://www.w3.org/1999/xhtml" xmlns:pref="http://www.w3.org/2002/Math/preference" pref:renderer="mathplayer-dl"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /><link rel="stylesheet" type="text/css" href="opengl-man.css" /><title>glGetActiveUniform - OpenGL 3.3 Reference Pages</title><meta name="generator" content="DocBook XSL Stylesheets V1.69.1" /></head><body><div class="refentry" lang="en" xml:lang="en"><a id="glGetActiveUniform"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>glGetActiveUniform — Returns information about an active uniform variable for the specified program object</p></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0"><tr><td><code class="funcdef">void <b class="fsfunc">glGetActiveUniform</b>(</code></td><td>GLuint </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLuint </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>GLsizei </td><td><var class="pdparam">bufSize</var>, </td></tr><tr><td> </td><td>GLsizei * </td><td><var class="pdparam">length</var>, </td></tr><tr><td> </td><td>GLint * </td><td><var class="pdparam">size</var>, </td></tr><tr><td> </td><td>GLenum * </td><td><var class="pdparam">type</var>, </td></tr><tr><td> </td><td>GLchar * </td><td><var class="pdparam">name</var><code>)</code>;</td></tr></table></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="parameters"></a><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><em class="parameter"><code>program</code></em></span></dt><dd><p>Specifies the program object to be |
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5 | queried.</p></dd><dt><span class="term"><em class="parameter"><code>index</code></em></span></dt><dd><p>Specifies the index of the uniform variable to |
6 | be queried.</p></dd><dt><span class="term"><em class="parameter"><code>bufSize</code></em></span></dt><dd><p>Specifies the maximum number of characters | |
7 | OpenGL is allowed to write in the character buffer | |
8 | indicated by <em class="parameter"><code>name</code></em>.</p></dd><dt><span class="term"><em class="parameter"><code>length</code></em></span></dt><dd><p>Returns the number of characters actually | |
9 | written by OpenGL in the string indicated by | |
10 | <em class="parameter"><code>name</code></em> (excluding the null | |
11 | terminator) if a value other than | |
12 | <code class="constant">NULL</code> is passed.</p></dd><dt><span class="term"><em class="parameter"><code>size</code></em></span></dt><dd><p>Returns the size of the uniform | |
13 | variable.</p></dd><dt><span class="term"><em class="parameter"><code>type</code></em></span></dt><dd><p>Returns the data type of the uniform | |
14 | variable.</p></dd><dt><span class="term"><em class="parameter"><code>name</code></em></span></dt><dd><p>Returns a null terminated string containing | |
c7b31271 | 15 | the name of the uniform variable.</p></dd></dl></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="description"></a><h2>Description</h2><p><code class="function">glGetActiveUniform</code> returns |
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16 | information about an active uniform variable in the program |
17 | object specified by <em class="parameter"><code>program</code></em>. The number | |
18 | of active uniform variables can be obtained by calling | |
c7b31271 | 19 | <a href="glGetProgram.xml"><span class="citerefentry"><span class="refentrytitle">glGetProgram</span></span></a> |
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20 | with the value <code class="constant">GL_ACTIVE_UNIFORMS</code>. A value |
21 | of 0 for <em class="parameter"><code>index</code></em> selects the first active | |
22 | uniform variable. Permissible values for | |
23 | <em class="parameter"><code>index</code></em> range from 0 to the number of | |
24 | active uniform variables minus 1.</p><p>Shaders may use either built-in uniform variables, | |
25 | user-defined uniform variables, or both. Built-in uniform | |
26 | variables have a prefix of "gl_" and reference | |
27 | existing OpenGL state or values derived from such state (e.g., | |
28 | <em class="parameter"><code>gl_DepthRangeParameters</code></em>, see the OpenGL | |
29 | Shading Language specification for a complete list.) | |
30 | User-defined uniform variables have arbitrary names and obtain | |
31 | their values from the application through calls to | |
c7b31271 | 32 | <a href="glUniform.xml"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>. |
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33 | A uniform variable (either built-in or user-defined) is |
34 | considered active if it is determined during the link operation | |
35 | that it may be accessed during program execution. Therefore, | |
36 | <em class="parameter"><code>program</code></em> should have previously been the | |
37 | target of a call to | |
c7b31271 | 38 | <a href="glLinkProgram.xml"><span class="citerefentry"><span class="refentrytitle">glLinkProgram</span></span></a>, |
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39 | but it is not necessary for it to have been linked |
40 | successfully.</p><p>The size of the character buffer required to store the | |
41 | longest uniform variable name in <em class="parameter"><code>program</code></em> | |
42 | can be obtained by calling | |
c7b31271 | 43 | <a href="glGetProgram.xml"><span class="citerefentry"><span class="refentrytitle">glGetProgram</span></span></a> |
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44 | with the value |
45 | <code class="constant">GL_ACTIVE_UNIFORM_MAX_LENGTH</code>. This value | |
46 | should be used to allocate a buffer of sufficient size to store | |
47 | the returned uniform variable name. The size of this character | |
48 | buffer is passed in <em class="parameter"><code>bufSize</code></em>, and a | |
49 | pointer to this character buffer is passed in | |
50 | <em class="parameter"><code>name.</code></em></p><p><code class="function">glGetActiveUniform</code> returns the name | |
51 | of the uniform variable indicated by | |
52 | <em class="parameter"><code>index</code></em>, storing it in the character buffer | |
53 | specified by <em class="parameter"><code>name</code></em>. The string returned | |
54 | will be null terminated. The actual number of characters written | |
55 | into this buffer is returned in <em class="parameter"><code>length</code></em>, | |
56 | and this count does not include the null termination character. | |
57 | If the length of the returned string is not required, a value of | |
58 | <code class="constant">NULL</code> can be passed in the | |
59 | <em class="parameter"><code>length</code></em> argument.</p><p>The <em class="parameter"><code>type</code></em> | |
60 | argument will return a pointer to the uniform variable's data | |
61 | type. The symbolic constants returned for uniform types are shown in the | |
62 | table below. | |
63 | </p><div class="informaltable"><table border="1"><colgroup><col align="left" /><col align="left" /></colgroup><thead><tr><th align="left"><span class="bold"><strong> | |
64 | Returned Symbolic Contant | |
65 | </strong></span></th><th align="left"><span class="bold"><strong> | |
66 | Shader Uniform Type | |
67 | </strong></span></th></tr></thead><tbody><tr><td align="left"> | |
68 | <code class="constant">GL_FLOAT</code> | |
69 | </td><td align="left"> | |
70 | <code class="constant">float</code> | |
71 | </td></tr><tr><td align="left"> | |
72 | <code class="constant">GL_FLOAT_VEC2</code> | |
73 | </td><td align="left"> | |
74 | <code class="constant">vec2</code> | |
75 | </td></tr><tr><td align="left"> | |
76 | <code class="constant">GL_FLOAT_VEC3</code> | |
77 | </td><td align="left"> | |
78 | <code class="constant">vec3</code> | |
79 | </td></tr><tr><td align="left"> | |
80 | <code class="constant">GL_FLOAT_VEC4</code> | |
81 | </td><td align="left"> | |
82 | <code class="constant">vec4</code> | |
83 | </td></tr><tr><td align="left"> | |
84 | <code class="constant">GL_INT</code> | |
85 | </td><td align="left"> | |
86 | <code class="constant">int</code> | |
87 | </td></tr><tr><td align="left"> | |
88 | <code class="constant">GL_INT_VEC2</code> | |
89 | </td><td align="left"> | |
90 | <code class="constant">ivec2</code> | |
91 | </td></tr><tr><td align="left"> | |
92 | <code class="constant">GL_INT_VEC3</code> | |
93 | </td><td align="left"> | |
94 | <code class="constant">ivec3</code> | |
95 | </td></tr><tr><td align="left"> | |
96 | <code class="constant">GL_INT_VEC4</code> | |
97 | </td><td align="left"> | |
98 | <code class="constant">ivec4</code> | |
99 | </td></tr><tr><td align="left"> | |
100 | <code class="constant">GL_UNSIGNED_INT</code> | |
101 | </td><td align="left"> | |
102 | <code class="constant">unsigned int</code> | |
103 | </td></tr><tr><td align="left"> | |
104 | <code class="constant">GL_UNSIGNED_INT_VEC2</code> | |
105 | </td><td align="left"> | |
106 | <code class="constant">uvec2</code> | |
107 | </td></tr><tr><td align="left"> | |
108 | <code class="constant">GL_UNSIGNED_INT_VEC3</code> | |
109 | </td><td align="left"> | |
110 | <code class="constant">uvec3</code> | |
111 | </td></tr><tr><td align="left"> | |
112 | <code class="constant">GL_UNSIGNED_INT_VEC4</code> | |
113 | </td><td align="left"> | |
114 | <code class="constant">uvec4</code> | |
115 | </td></tr><tr><td align="left"> | |
116 | <code class="constant">GL_BOOL</code> | |
117 | </td><td align="left"> | |
118 | <code class="constant">bool</code> | |
119 | </td></tr><tr><td align="left"> | |
120 | <code class="constant">GL_BOOL_VEC2</code> | |
121 | </td><td align="left"> | |
122 | <code class="constant">bvec2</code> | |
123 | </td></tr><tr><td align="left"> | |
124 | <code class="constant">GL_BOOL_VEC3</code> | |
125 | </td><td align="left"> | |
126 | <code class="constant">bvec3</code> | |
127 | </td></tr><tr><td align="left"> | |
128 | <code class="constant">GL_BOOL_VEC4</code> | |
129 | </td><td align="left"> | |
130 | <code class="constant">bvec4</code> | |
131 | </td></tr><tr><td align="left"> | |
132 | <code class="constant">GL_FLOAT_MAT2</code> | |
133 | </td><td align="left"> | |
134 | <code class="constant">mat2</code> | |
135 | </td></tr><tr><td align="left"> | |
136 | <code class="constant">GL_FLOAT_MAT3</code> | |
137 | </td><td align="left"> | |
138 | <code class="constant">mat3</code> | |
139 | </td></tr><tr><td align="left"> | |
140 | <code class="constant">GL_FLOAT_MAT4</code> | |
141 | </td><td align="left"> | |
142 | <code class="constant">mat4</code> | |
143 | </td></tr><tr><td align="left"> | |
144 | <code class="constant">GL_FLOAT_MAT2x3</code> | |
145 | </td><td align="left"> | |
146 | <code class="constant">mat2x3</code> | |
147 | </td></tr><tr><td align="left"> | |
148 | <code class="constant">GL_FLOAT_MAT2x4</code> | |
149 | </td><td align="left"> | |
150 | <code class="constant">mat2x4</code> | |
151 | </td></tr><tr><td align="left"> | |
152 | <code class="constant">GL_FLOAT_MAT3x2</code> | |
153 | </td><td align="left"> | |
154 | <code class="constant">mat3x2</code> | |
155 | </td></tr><tr><td align="left"> | |
156 | <code class="constant">GL_FLOAT_MAT3x4</code> | |
157 | </td><td align="left"> | |
158 | <code class="constant">mat3x4</code> | |
159 | </td></tr><tr><td align="left"> | |
160 | <code class="constant">GL_FLOAT_MAT4x2</code> | |
161 | </td><td align="left"> | |
162 | <code class="constant">mat4x2</code> | |
163 | </td></tr><tr><td align="left"> | |
164 | <code class="constant">GL_FLOAT_MAT4x3</code> | |
165 | </td><td align="left"> | |
166 | <code class="constant">mat4x3</code> | |
167 | </td></tr><tr><td align="left"> | |
168 | <code class="constant">GL_SAMPLER_1D</code> | |
169 | </td><td align="left"> | |
170 | <code class="constant">sampler1D</code> | |
171 | </td></tr><tr><td align="left"> | |
172 | <code class="constant">GL_SAMPLER_2D</code> | |
173 | </td><td align="left"> | |
174 | <code class="constant">sampler2D</code> | |
175 | </td></tr><tr><td align="left"> | |
176 | <code class="constant">GL_SAMPLER_3D</code> | |
177 | </td><td align="left"> | |
178 | <code class="constant">sampler3D</code> | |
179 | </td></tr><tr><td align="left"> | |
180 | <code class="constant">GL_SAMPLER_CUBE</code> | |
181 | </td><td align="left"> | |
182 | <code class="constant">samplerCube</code> | |
183 | </td></tr><tr><td align="left"> | |
184 | <code class="constant">GL_SAMPLER_1D_SHADOW</code> | |
185 | </td><td align="left"> | |
186 | <code class="constant">sampler1DShadow</code> | |
187 | </td></tr><tr><td align="left"> | |
188 | <code class="constant">GL_SAMPLER_2D_SHADOW</code> | |
189 | </td><td align="left"> | |
190 | <code class="constant">sampler2DShadow</code> | |
191 | </td></tr><tr><td align="left"> | |
192 | <code class="constant">GL_SAMPLER_1D_ARRAY</code> | |
193 | </td><td align="left"> | |
194 | <code class="constant">sampler1DArray</code> | |
195 | </td></tr><tr><td align="left"> | |
196 | <code class="constant">GL_SAMPLER_2D_ARRAY</code> | |
197 | </td><td align="left"> | |
198 | <code class="constant">sampler2DArray</code> | |
199 | </td></tr><tr><td align="left"> | |
200 | <code class="constant">GL_SAMPLER_1D_ARRAY_SHADOW</code> | |
201 | </td><td align="left"> | |
202 | <code class="constant">sampler1DArrayShadow</code> | |
203 | </td></tr><tr><td align="left"> | |
204 | <code class="constant">GL_SAMPLER_2D_ARRAY_SHADOW</code> | |
205 | </td><td align="left"> | |
206 | <code class="constant">sampler2DArrayShadow</code> | |
207 | </td></tr><tr><td align="left"> | |
208 | <code class="constant">GL_SAMPLER_2D_MULTISAMPLE</code> | |
209 | </td><td align="left"> | |
210 | <code class="constant">sampler2DMS</code> | |
211 | </td></tr><tr><td align="left"> | |
212 | <code class="constant">GL_SAMPLER_2D_MULTISAMPLE_ARRAY</code> | |
213 | </td><td align="left"> | |
214 | <code class="constant">sampler2DMSArray</code> | |
215 | </td></tr><tr><td align="left"> | |
216 | <code class="constant">GL_SAMPLER_CUBE_SHADOW</code> | |
217 | </td><td align="left"> | |
218 | <code class="constant">samplerCubeShadow</code> | |
219 | </td></tr><tr><td align="left"> | |
220 | <code class="constant">GL_SAMPLER_BUFFER</code> | |
221 | </td><td align="left"> | |
222 | <code class="constant">samplerBuffer</code> | |
223 | </td></tr><tr><td align="left"> | |
224 | <code class="constant">GL_SAMPLER_2D_RECT</code> | |
225 | </td><td align="left"> | |
226 | <code class="constant">sampler2DRect</code> | |
227 | </td></tr><tr><td align="left"> | |
228 | <code class="constant">GL_SAMPLER_2D_RECT_SHADOW</code> | |
229 | </td><td align="left"> | |
230 | <code class="constant">sampler2DRectShadow</code> | |
231 | </td></tr><tr><td align="left"> | |
232 | <code class="constant">GL_INT_SAMPLER_1D</code> | |
233 | </td><td align="left"> | |
234 | <code class="constant">isampler1D</code> | |
235 | </td></tr><tr><td align="left"> | |
236 | <code class="constant">GL_INT_SAMPLER_2D</code> | |
237 | </td><td align="left"> | |
238 | <code class="constant">isampler2D</code> | |
239 | </td></tr><tr><td align="left"> | |
240 | <code class="constant">GL_INT_SAMPLER_3D</code> | |
241 | </td><td align="left"> | |
242 | <code class="constant">isampler3D</code> | |
243 | </td></tr><tr><td align="left"> | |
244 | <code class="constant">GL_INT_SAMPLER_CUBE</code> | |
245 | </td><td align="left"> | |
246 | <code class="constant">isamplerCube</code> | |
247 | </td></tr><tr><td align="left"> | |
248 | <code class="constant">GL_INT_SAMPLER_1D_ARRAY</code> | |
249 | </td><td align="left"> | |
250 | <code class="constant">isampler1DArray</code> | |
251 | </td></tr><tr><td align="left"> | |
252 | <code class="constant">GL_INT_SAMPLER_2D_ARRAY</code> | |
253 | </td><td align="left"> | |
254 | <code class="constant">isampler2DArray</code> | |
255 | </td></tr><tr><td align="left"> | |
256 | <code class="constant">GL_INT_SAMPLER_2D_MULTISAMPLE</code> | |
257 | </td><td align="left"> | |
258 | <code class="constant">isampler2DMS</code> | |
259 | </td></tr><tr><td align="left"> | |
260 | <code class="constant">GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY</code> | |
261 | </td><td align="left"> | |
262 | <code class="constant">isampler2DMSArray</code> | |
263 | </td></tr><tr><td align="left"> | |
264 | <code class="constant">GL_INT_SAMPLER_BUFFER</code> | |
265 | </td><td align="left"> | |
266 | <code class="constant">isamplerBuffer</code> | |
267 | </td></tr><tr><td align="left"> | |
268 | <code class="constant">GL_INT_SAMPLER_2D_RECT</code> | |
269 | </td><td align="left"> | |
270 | <code class="constant">isampler2DRect</code> | |
271 | </td></tr><tr><td align="left"> | |
272 | <code class="constant">GL_UNSIGNED_INT_SAMPLER_1D</code> | |
273 | </td><td align="left"> | |
274 | <code class="constant">usampler1D</code> | |
275 | </td></tr><tr><td align="left"> | |
276 | <code class="constant">GL_UNSIGNED_INT_SAMPLER_2D</code> | |
277 | </td><td align="left"> | |
278 | <code class="constant">usampler2D</code> | |
279 | </td></tr><tr><td align="left"> | |
280 | <code class="constant">GL_UNSIGNED_INT_SAMPLER_3D</code> | |
281 | </td><td align="left"> | |
282 | <code class="constant">usampler3D</code> | |
283 | </td></tr><tr><td align="left"> | |
284 | <code class="constant">GL_UNSIGNED_INT_SAMPLER_CUBE</code> | |
285 | </td><td align="left"> | |
286 | <code class="constant">usamplerCube</code> | |
287 | </td></tr><tr><td align="left"> | |
288 | <code class="constant">GL_UNSIGNED_INT_SAMPLER_1D_ARRAY</code> | |
289 | </td><td align="left"> | |
290 | <code class="constant">usampler2DArray</code> | |
291 | </td></tr><tr><td align="left"> | |
292 | <code class="constant">GL_UNSIGNED_INT_SAMPLER_2D_ARRAY</code> | |
293 | </td><td align="left"> | |
294 | <code class="constant">usampler2DArray</code> | |
295 | </td></tr><tr><td align="left"> | |
296 | <code class="constant">GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE</code> | |
297 | </td><td align="left"> | |
298 | <code class="constant">usampler2DMS</code> | |
299 | </td></tr><tr><td align="left"> | |
300 | <code class="constant">GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY</code> | |
301 | </td><td align="left"> | |
302 | <code class="constant">usampler2DMSArray</code> | |
303 | </td></tr><tr><td align="left"> | |
304 | <code class="constant">GL_UNSIGNED_INT_SAMPLER_BUFFER</code> | |
305 | </td><td align="left"> | |
306 | <code class="constant">usamplerBuffer</code> | |
307 | </td></tr><tr><td align="left"> | |
308 | <code class="constant">GL_UNSIGNED_INT_SAMPLER_2D_RECT</code> | |
309 | </td><td align="left"> | |
310 | <code class="constant">usampler2DRect</code> | |
311 | </td></tr></tbody></table></div><p> | |
312 | </p><p>If one or more elements of an array are active, the name | |
313 | of the array is returned in <em class="parameter"><code>name</code></em>, the | |
314 | type is returned in <em class="parameter"><code>type</code></em>, and the | |
315 | <em class="parameter"><code>size</code></em> parameter returns the highest array | |
316 | element index used, plus one, as determined by the compiler | |
317 | and/or linker. Only one active uniform variable will be reported | |
318 | for a uniform array.</p><p>Uniform variables that are declared as structures or | |
319 | arrays of structures will not be returned directly by this | |
320 | function. Instead, each of these uniform variables will be | |
321 | reduced to its fundamental components containing the | |
322 | "." and "[]" operators such that each of the | |
323 | names is valid as an argument to | |
c7b31271 | 324 | <a href="glGetUniformLocation.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniformLocation</span></span></a>. |
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325 | Each of these reduced uniform variables is counted as one active |
326 | uniform variable and is assigned an index. A valid name cannot | |
327 | be a structure, an array of structures, or a subcomponent of a | |
328 | vector or matrix.</p><p>The size of the uniform variable will be returned in | |
329 | <em class="parameter"><code>size</code></em>. Uniform variables other than arrays | |
330 | will have a size of 1. Structures and arrays of structures will | |
331 | be reduced as described earlier, such that each of the names | |
332 | returned will be a data type in the earlier list. If this | |
333 | reduction results in an array, the size returned will be as | |
334 | described for uniform arrays; otherwise, the size returned will | |
335 | be 1.</p><p>The list of active uniform variables may include both | |
336 | built-in uniform variables (which begin with the prefix | |
337 | "gl_") as well as user-defined uniform variable | |
338 | names.</p><p>This function will return as much information as it can | |
339 | about the specified active uniform variable. If no information | |
340 | is available, <em class="parameter"><code>length</code></em> will be 0, and | |
341 | <em class="parameter"><code>name</code></em> will be an empty string. This | |
342 | situation could occur if this function is called after a link | |
343 | operation that failed. If an error occurs, the return values | |
344 | <em class="parameter"><code>length</code></em>, <em class="parameter"><code>size</code></em>, | |
345 | <em class="parameter"><code>type</code></em>, and <em class="parameter"><code>name</code></em> | |
c7b31271 | 346 | will be unmodified.</p></div><div class="refsect1" lang="en" xml:lang="en"><a id="errors"></a><h2>Errors</h2><p><code class="constant">GL_INVALID_VALUE</code> is generated if |
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347 | <em class="parameter"><code>program</code></em> is not a value generated by |
348 | OpenGL.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if | |
349 | <em class="parameter"><code>program</code></em> is not a program object.</p><p><code class="constant">GL_INVALID_VALUE</code> is generated if | |
350 | <em class="parameter"><code>index</code></em> is greater than or equal to the | |
351 | number of active uniform variables in | |
352 | <em class="parameter"><code>program</code></em>.</p><p><code class="constant">GL_INVALID_VALUE</code> is generated if | |
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353 | <em class="parameter"><code>bufSize</code></em> is less than 0.</p></div><div class="refsect1" lang="en" xml:lang="en"><a id="associatedgets"></a><h2>Associated Gets</h2><p><a href="glGet.xml"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> |
354 | with argument | |
355 | <code class="constant">GL_MAX_VERTEX_UNIFORM_COMPONENTS</code>, | |
7faf1d71 | 356 | <code class="constant">GL_MAX_GEOMETRY_UNIFORM_COMPONENTS</code>, |
c7b31271 DH |
357 | <code class="constant">GL_MAX_FRAGMENT_UNIFORM_COMPONENTS</code>, |
358 | <code class="constant">GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS</code>, | |
359 | <code class="constant">GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS</code>, | |
360 | <code class="constant">GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS</code>.</p><p><a href="glGetProgram.xml"><span class="citerefentry"><span class="refentrytitle">glGetProgram</span></span></a> | |
7faf1d71 | 361 | with argument <code class="constant">GL_ACTIVE_UNIFORMS</code> or |
c7b31271 DH |
362 | <code class="constant">GL_ACTIVE_UNIFORM_MAX_LENGTH</code>.</p><p><a href="glIsProgram.xml"><span class="citerefentry"><span class="refentrytitle">glIsProgram</span></span></a></p></div><div class="refsect1" lang="en" xml:lang="en"><a id="seealso"></a><h2>See Also</h2><p><a href="glGetUniform.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniform</span></span></a>, |
363 | <a href="glGetUniformLocation.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniformLocation</span></span></a>, | |
364 | <a href="glLinkProgram.xml"><span class="citerefentry"><span class="refentrytitle">glLinkProgram</span></span></a>, | |
365 | <a href="glUniform.xml"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>, | |
366 | <a href="glUseProgram.xml"><span class="citerefentry"><span class="refentrytitle">glUseProgram</span></span></a></p></div><div class="refsect1" lang="en" xml:lang="en"><a id="Copyright"></a><h2>Copyright</h2><p> | |
7faf1d71 AW |
367 | Copyright <span class="trademark"></span>© 2003-2005 3Dlabs Inc. Ltd. |
368 | Copyright <span class="trademark"></span>© 2010 Khronos Group | |
369 | This material may be distributed subject to the terms and conditions set forth in | |
370 | the Open Publication License, v 1.0, 8 June 1999. | |
c7b31271 | 371 | <a href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>. |
7faf1d71 | 372 | </p></div></div></body></html> |