glGetProgramResource man page on RedHat
[printable version]
GLGETPROGRAMRESOURCE(3G) OpenGL Manual GLGETPROGRAMRESOURCE(3G)
NAME
glGetProgramResource - retrieve values for multiple properties of a
single active resource within a program object
C SPECIFICATION
void glGetProgramResourceiv(GLuint program, GLenum programInterface,
GLuint index, GLsizei propCount,
const Glenum * props, GLsizei bufSize,
GLsizei * length, GLint * params);
PARAMETERS
program
The name of a program object whose resources to query.
programInterface
A token identifying the interface within program containing the
resource named name.
DESCRIPTION
glGetProgramResourceiv returns values for multiple properties of a
single active resource with an index of index in the interface
programInterface of program object program. For each resource, values
for propCount properties specified by the array props are returned.
propCount may not be zero. An error is generated if any value in props
is not one of the properties described immediately belowor if any value
in props is not allowed for programInterface. The set of allowed
programInterface values for each property can be found in the following
table:
┌────────────────────────────────────────┬────────────────────────────────────────────────────────────────────────────────────┐
│ Property │ Supported Interfaces │
│ │ │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_NAME_LENGTH │ Any except │
│ │ GL_ATOMIC_COUNTER_BUFFER │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_TYPE │ GL_UNIFORM, │
│ │ GL_PROGRAM_INPUT, │
│ │ GL_PROGRAM_OUTPUT, │
│ │ GL_TRANSFORM_FEEDBACK_VARYING, │
│ │ GL_BUFFER_VARIABLE │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_ARRAY_SIZE │ GL_UNIFORM, │
│ │ GL_BUFFER_VARIABLE, │
│ │ GL_PROGRAM_INPUT, │
│ │ GL_PROGRAM_OUTPUT, │
│ │ VERTEX_SUBROUTINE_UNIFORM, │
│ │ GL_TESS_CONTROL_SUBROUTINE_UNIFORM, │
│ │ GL_TESS_EVALUATION_SUBROUTINE_UNIFORM, │
│ │ GL_GEOMETRY_SUBROUTINE_UNIFORM, │
│ │ GL_FRAGMENT_SUBROUTINE_UNIFORM, │
│ │ GL_COMPUTE_SUBROUTINE_UNIFORM, │
│ │ GL_TRANSFORM_FEEDBACK_VARYING │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_OFFSET │ GL_UNIFORM, GL_BUFFER_VARIABLE │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_BLOCK_INDEX │ GL_UNIFORM, GL_BUFFER_VARIABLE │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_ARRAY_STRIDE │ GL_UNIFORM, GL_BUFFER_VARIABLE │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_MATRIX_STRIDE │ GL_UNIFORM, GL_BUFFER_VARIABLE │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_IS_ROW_MAJOR │ GL_UNIFORM, GL_BUFFER_VARIABLE │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_ATOMIC_COUNTER_BUFFER_INDEX │ GL_UNIFORM │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_TEXTURE_BUFFER │ <emph>none</emph> │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_BUFFER_BINDING │ GL_UNIFORM_BLOCK, GL_ATOMIC_COUNTER_BUFFER, GL_SHADER_STORAGE_BLOCK │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_BUFFER_DATA_SIZE │ GL_UNIFORM_BLOCK, GL_ATOMIC_COUNTER_BUFFER, GL_SHADER_STORAGE_BLOCK │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_NUM_ACTIVE_VARIABLES │ GL_UNIFORM_BLOCK, GL_ATOMIC_COUNTER_BUFFER, GL_SHADER_STORAGE_BLOCK │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_ACTIVE_VARIABLES │ GL_UNIFORM_BLOCK, GL_ATOMIC_COUNTER_BUFFER, GL_SHADER_STORAGE_BLOCK │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_REFERENCED_BY_VERTEX_SHADER │ GL_UNIFORM, GL_UNIFORM_BLOCK, GL_ATOMIC_COUNTER_SHADER, │
│ │ GL_BUFFER, GL_SHADER_STORAGE_BLOCK, │
│ │ GL_BUFFER_VARIABLE, │
│ │ GL_PROGRAM_INPUT, GL_PROGRAM_OUTPUT │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_REFERENCED_BY_TESS_CONTROL_SHADER │ GL_UNIFORM, GL_UNIFORM_BLOCK, GL_ATOMIC_COUNTER_SHADER, │
│ │ GL_BUFFER, GL_SHADER_STORAGE_BLOCK, │
│ │ GL_BUFFER_VARIABLE, │
│ │ GL_PROGRAM_INPUT, GL_PROGRAM_OUTPUT │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_REFERENCED_BY_TESS_EVALUATION_SHADER │ GL_UNIFORM, GL_UNIFORM_BLOCK, GL_ATOMIC_COUNTER_SHADER, │
│ │ GL_BUFFER, GL_SHADER_STORAGE_BLOCK, │
│ │ GL_BUFFER_VARIABLE, │
│ │ GL_PROGRAM_INPUT, GL_PROGRAM_OUTPUT │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_REFERENCED_BY_GEOMETRY_SHADER │ GL_UNIFORM, GL_UNIFORM_BLOCK, GL_ATOMIC_COUNTER_SHADER, │
│ │ GL_BUFFER, GL_SHADER_STORAGE_BLOCK, │
│ │ GL_BUFFER_VARIABLE, │
│ │ GL_PROGRAM_INPUT, GL_PROGRAM_OUTPUT │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_REFERENCED_BY_FRAGMENT_SHADER │ GL_UNIFORM, GL_UNIFORM_BLOCK, GL_ATOMIC_COUNTER_SHADER, │
│ │ GL_BUFFER, GL_SHADER_STORAGE_BLOCK, │
│ │ GL_BUFFER_VARIABLE, │
│ │ GL_PROGRAM_INPUT, GL_PROGRAM_OUTPUT │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_REFERENCED_BY_COMPUTE_SHADER │ GL_UNIFORM, GL_UNIFORM_BLOCK, GL_ATOMIC_COUNTER_SHADER, │
│ │ GL_BUFFER, GL_SHADER_STORAGE_BLOCK, │
│ │ GL_BUFFER_VARIABLE, │
│ │ GL_PROGRAM_INPUT, GL_PROGRAM_OUTPUT │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_NUM_COMPATIBLE_SUBROUTINES │ GL_VERTEX_SUBROUTINE_UNIFORM, GL_TESS_CONTROL_SUBROUTINE_UNIFORM, │
│ │ GL_TESS_EVALUATION_SUBROUTINE_UNIFORM, │
│ │ GL_GEOMETRY_SUBROUTINE_UNIFORM, │
│ │ GL_FRAGMENT_SUBROUTINE_UNIFORM, │
│ │ GL_COMPUTE_SUBROUTINE_UNIFORM │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_COMPATIBLE_SUBROUTINES │ GL_VERTEX_SUBROUTINE_UNIFORM, GL_TESS_CONTROL_SUBROUTINE_UNIFORM, │
│ │ GL_TESS_EVALUATION_SUBROUTINE_UNIFORM, │
│ │ GL_GEOMETRY_SUBROUTINE_UNIFORM, │
│ │ GL_FRAGMENT_SUBROUTINE_UNIFORM, │
│ │ GL_COMPUTE_SUBROUTINE_UNIFORM │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_TOP_LEVEL_ARRAY_SIZE │ GL_BUFFER_VARIABLE │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_TOP_LEVEL_ARRAY_STRIDE │ GL_BUFFER_VARIABLE │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_LOCATION │ GL_UNIFORM, GL_PROGRAM_INPUT, GL_PROGRAM_OUTPUT, │
│ │ GL_VERTEX_SUBROUTINE_UNIFORM, │
│ │ GL_TESS_CONTROL_SUBROUTINE_UNIFORM, │
│ │ GL_TESS_EVALUATION_SUBROUTINE_UNIFORM, │
│ │ GL_GEOMETRY_SUBROUTINE_UNIFORM, │
│ │ GL_FRAGMENT_SUBROUTINE_UNIFORM, │
│ │ GL_COMPUTE_SUBROUTINE_UNIFORM │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_LOCATION_INDEX │ GL_PROGRAM_OUTPUT │
├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
│GL_IS_PER_PATCH │ GL_PROGRAM_INPUT, GL_PROGRAM_OUTPUT │
└────────────────────────────────────────┴────────────────────────────────────────────────────────────────────────────────────┘
For the property GL_NAME_LENGTH, a single integer identifying the
length of the name string associated with an active variable, interface
block, or subroutine is written to params. The name length includes a
terminating null character. For the property GL_TYPE, a single integer
identifying the type of an active variable is written to params. The
integer returned is one of the values found in table 2.16. For the
property GL_ARRAY_SIZE, a single integer identifying the number of
active array elements of an active variable is written to params. The
array size returned is in units of the type associated with the
property TYPE. For active variables not corresponding to an array of
basic types, the value zero is written to params. For the property
GL_BLOCK_INDEX, a single integer identifying the index of the active
interface block containing an active variable is written to params. If
the variable is not the member of an interface block, the value -1 is
written to params. For the property GL_OFFSET, a single integer
identifying the offset of an active variable is written to params. For
active variables backed by a buffer object, the value written is the
offset, in basic machine units, relative to the base of buffer range
holding the values of the variable. For active variables not backed by
a buffer object, an offset of -1 is written to params. For the property
GL_ARRAY_STRIDE, a single integer identifying the stride between array
elements in an active variable is written to params. For active
variables declared as an array of basic types, the value written is the
difference, in basic machine units, between the offsets of consecutive
elements in an array. For active variables not declared as an array of
basic types, zero is written to params. For active variables not backed
by a buffer object, -1 is written to params, regardless of the variable
type. For the property GL_MATRIX_STRIDE, a single integer identifying
the stride between columns of a column-major matrix or rows of a
row-major matrix is written to params. For active variables declared a
single matrix or array of matrices, the value written is the
difference, in basic machine units, between the offsets of consecutive
columns or rows in each matrix. For active variables not declared as a
matrix or array of matrices, zero is written to params. For active
variables not backed by a buffer object, -1 is written to params,
regardless of the variable type. For the property GL_IS_ROW_MAJOR, a
single integer identifying whether an active variable is a row-major
matrix is written to params. For active variables backed by a buffer
object, declared as a single matrix or array of matrices, and stored in
row-major order, one is written to params. For all other active
variables, zero is written to params. For the property
GL_ATOMIC_COUNTER_BUFFER_INDEX, a single integer identifying the index
of the active atomic counter buffer containing an active variable is
written to params. If the variable is not an atomic counter uniform,
the value -1 is written to params. For the property GL_BUFFER_BINDING,
to index of the buffer binding point associated with the active uniform
block, shader storage block, or atomic counter buffer is written to
params. For the property GL_BUFFER_DATA_SIZE, then the
implementation-dependent minimum total buffer object size, in basic
machine units, required to hold all active variables associated with an
active uniform block, shader storage block, or atomic counter buffer is
written to params. If the final member of an active shader storage
block is array with no declared size, the minimum buffer size is
computed assuming the array was declared as an array with one element.
For the property GL_NUM_ACTIVE_VARIABLES, the number of active
variables associated with an active uniform block, shader storage
block, or atomic counter buffer is written to params. For the property
GL_of ACTIVE_VARIABLES, an array of active variable indices associated
with an active uniform block, shader storage block, or atomic counter
buffer is written to params. The number of values written to params for
an active resource is given by the value of the property
GL_NUM_ACTIVE_VARIABLES for the resource. For the properties
GL_REFERENCED_BY_VERTEX_SHADER, GL_REFERENCED_BY_TESS_CONTROL_SHADER,
GL_REFERENCED_BY_TESS_EVALUATION_SHADER,
GL_REFERENCED_BY_GEOMETRY_SHADER, GL_REFERENCED_BY_FRAGMENT_SHADER, and
GL_REFERENCED_BY_COMPUTE_SHADER, a single integer is written to params,
identifying whether the active resource is referenced by the vertex,
tessellation control, tessellation evaluation, geometry, or fragment
shaders, respectively, in the program object. The value one is written
to params if an active variable is referenced by the corresponding
shader, or if an active uniform block, shader storage block, or atomic
counter buffer contains at least one variable referenced by the
corresponding shader. Otherwise, the value zero is written to params.
For the property GL_TOP_LEVEL_ARRAY_SIZE, a single integer identifying
the number of active array elements of the top-level shader storage
block member containing to the active variable is written to params. If
the top-level block member is not declared as an array, the value one
is written to params. If the top-level block member is an array with no
declared size, the value zero is written to params. For the property
GL_TOP_LEVEL_ARRAY_STRIDE, a single integer identifying the stride
between array elements of the top-level shader storage block member
containing the active variable is written to params. 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 params. For the
property GL_LOCATION, a single integer identifying the assigned
location for an active uniform, input, output, or subroutine uniform
variable is written to params. 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 params. For all other input and output variables,
the value -1 is written to params. For uniforms in uniform blocks, the
value -1 is written to params. For the property GL_LOCATION_INDEX, a
single integer identifying the fragment color index of an active
fragment shader output variable is written to params. If the active
variable is an output for a non-fragment shader, the value -1 will be
written to params. For the property GL_IS_PER_PATCH, 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 patch
qualifier), the value one is written to params; otherwise, the value
zero is written to params.
ERRORS
GL_INVALID_VALUE is generated if program is not the name of an existing
program object.
GL_INVALID_VALUE is generated if propCount is zero.
GL_INVALID_ENUM is generated if programInterface is not one of the
accepted interface types.
GL_INVLALID_ENUM is generated if any value in props is not one of the
accepted tokens for the interface programInterface
SEE ALSO
glGetProgramResourceName(), glGetGetProgramResourceIndex(),
glGetProgramResourceLocation(), glGetProgramResourceLocationIndex().
COPYRIGHT
Copyright © 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. http://opencontent.org/openpub/.
AUTHORS
opengl.org
opengl.org 03/16/2013 GLGETPROGRAMRESOURCE(3G)
[top]
List of man pages available for RedHat
Copyright (c) for man pages and the logo by the respective OS vendor.
For those who want to learn more, the polarhome community provides shell access and support.
[legal]
[privacy]
[GNU]
[policy]
[cookies]
[netiquette]
[sponsors]
[FAQ]
Polarhome, production since 1999.
Member of Polarhome portal.
Based on Fawad Halim's script.
....................................................................
|
Vote for polarhome
|