forked from BSVino/docs.gl
-
Notifications
You must be signed in to change notification settings - Fork 0
/
glGetActiveUniform.xhtml
667 lines (666 loc) · 32.7 KB
/
glGetActiveUniform.xhtml
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
<div class="refentry" id="glGetActiveUniform">
<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 style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
<tr>
<td>
<code class="funcdef">void <strong class="fsfunc">glGetActiveUniform</strong>(</code>
</td>
<td>GLuint <var class="pdparam">program</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLuint <var class="pdparam">index</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLsizei <var class="pdparam">bufSize</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLsizei *<var class="pdparam">length</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLint *<var class="pdparam">size</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLenum *<var class="pdparam">type</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLchar *<var class="pdparam">name</var><code>)</code>;</td>
</tr>
</table>
<div class="funcprototype-spacer"> </div>
</div>
</div>
<div class="refsect1" id="parameters">
<h2>Parameters</h2>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<em class="parameter">
<code>program</code>
</em>
</span>
</dt>
<dd>
<p>Specifies the program object to be
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
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
OpenGL is allowed to write in the character buffer
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
written by OpenGL in the string indicated by
<em class="parameter"><code>name</code></em> (excluding the null
terminator) if a value other than
<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
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
variable.</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>name</code>
</em>
</span>
</dt>
<dd>
<p>Returns a null terminated string containing
the name of the uniform variable.</p>
</dd>
</dl>
</div>
</div>
<div class="refsect1" id="description">
<h2>Description</h2>
<p><code class="function">glGetActiveUniform</code> returns
information about an active uniform variable in the program
object specified by <em class="parameter"><code>program</code></em>. The number
of active uniform variables can be obtained by calling
<a class="citerefentry" href="glGetProgramiv"><span class="citerefentry"><span class="refentrytitle">glGetProgramiv</span></span></a>
with the value <code class="constant">GL_ACTIVE_UNIFORMS</code>. A value
of zero for <em class="parameter"><code>index</code></em> selects the first active
uniform variable. Permissible values for
<em class="parameter"><code>index</code></em> range from zero to the number of
active uniform variables minus one.</p>
<p>Shaders may use either built-in uniform variables,
user-defined uniform variables, or both. Built-in uniform
variables have a prefix of "gl_" and reference
existing OpenGL state or values derived from such state (e.g.,
<em class="parameter"><code>gl_DepthRange</code></em>, see the OpenGL
Shading Language specification for a complete list.)
User-defined uniform variables have arbitrary names and obtain
their values from the application through calls to
<a class="citerefentry" href="glUniform"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>.
A uniform variable (either built-in or user-defined) is
considered active if it is determined during the link operation
that it may be accessed during program execution. Therefore,
<em class="parameter"><code>program</code></em> should have previously been the
target of a call to
<a class="citerefentry" href="glLinkProgram"><span class="citerefentry"><span class="refentrytitle">glLinkProgram</span></span></a>,
but it is not necessary for it to have been linked
successfully.</p>
<p>The size of the character buffer required to store the
longest uniform variable name in <em class="parameter"><code>program</code></em>
can be obtained by calling
<a class="citerefentry" href="glGetProgramiv"><span class="citerefentry"><span class="refentrytitle">glGetProgramiv</span></span></a>
with the value
<code class="constant">GL_ACTIVE_UNIFORM_MAX_LENGTH</code>. This value
should be used to allocate a buffer of sufficient size to store
the returned uniform variable name. The size of this character
buffer is passed in <em class="parameter"><code>bufSize</code></em>, and a
pointer to this character buffer is passed in
<em class="parameter"><code>name.</code></em></p>
<p><code class="function">glGetActiveUniform</code> returns the name
of the uniform variable indicated by
<em class="parameter"><code>index</code></em>, storing it in the character buffer
specified by <em class="parameter"><code>name</code></em>. The string returned
will be null terminated. The actual number of characters written
into this buffer is returned in <em class="parameter"><code>length</code></em>,
and this count does not include the null termination character.
If the length of the returned string is not required, a value of
<code class="constant">NULL</code> can be passed in the
<em class="parameter"><code>length</code></em> argument.</p>
<p>The <em class="parameter"><code>type</code></em>
argument will return a pointer to the uniform variable's data
type. The symbolic constants returned for uniform types are shown in the
table below.
</p>
<div class="informaltable">
<table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
<colgroup>
<col style="text-align: left; "/>
<col style="text-align: left; "/>
</colgroup>
<thead>
<tr>
<th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong> Returned Symbolic Contant </strong></span>
</th>
<th style="text-align: left; border-bottom: 2px solid ; "><span class="bold"><strong> Shader Uniform Type </strong></span>
</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_FLOAT</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">float</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_FLOAT_VEC2</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">vec2</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_FLOAT_VEC3</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">vec3</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_FLOAT_VEC4</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">vec4</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_INT</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">int</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_INT_VEC2</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">ivec2</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_INT_VEC3</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">ivec3</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_INT_VEC4</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">ivec4</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_UNSIGNED_INT</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">unsigned int</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_UNSIGNED_INT_VEC2</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">uvec2</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_UNSIGNED_INT_VEC3</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">uvec3</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_UNSIGNED_INT_VEC4</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">uvec4</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_BOOL</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">bool</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_BOOL_VEC2</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">bvec2</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_BOOL_VEC3</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">bvec3</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_BOOL_VEC4</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">bvec4</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_FLOAT_MAT2</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">mat2</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_FLOAT_MAT3</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">mat3</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_FLOAT_MAT4</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">mat4</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_FLOAT_MAT2x3</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">mat2x3</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_FLOAT_MAT2x4</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">mat2x4</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_FLOAT_MAT3x2</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">mat3x2</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_FLOAT_MAT3x4</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">mat3x4</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_FLOAT_MAT4x2</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">mat4x2</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_FLOAT_MAT4x3</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">mat4x3</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_SAMPLER_2D</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">sampler2D</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_SAMPLER_3D</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">sampler3D</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_SAMPLER_CUBE</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">samplerCube</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_SAMPLER_2D_SHADOW</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">sampler2DShadow</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_SAMPLER_2D_ARRAY</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">sampler2DArray</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_SAMPLER_2D_ARRAY_SHADOW</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">sampler2DArrayShadow</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_SAMPLER_CUBE_SHADOW</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">samplerCubeShadow</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_INT_SAMPLER_2D</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">isampler2D</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_INT_SAMPLER_3D</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">isampler3D</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_INT_SAMPLER_CUBE</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">isamplerCube</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_INT_SAMPLER_2D_ARRAY</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">isampler2DArray</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_UNSIGNED_INT_SAMPLER_2D</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">usampler2D</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_UNSIGNED_INT_SAMPLER_3D</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">usampler3D</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_UNSIGNED_INT_SAMPLER_CUBE</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">usamplerCube</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; ">
<code class="constant">GL_UNSIGNED_INT_SAMPLER_2D_ARRAY</code>
</td>
<td style="text-align: left; ">
<code class="constant">usampler2DArray</code>
</td>
</tr>
</tbody>
</table>
</div>
<p>
</p>
<p>If one or more elements of an array are active, the name
of the array is returned in <em class="parameter"><code>name</code></em>, the
type is returned in <em class="parameter"><code>type</code></em>, and the
<em class="parameter"><code>size</code></em> parameter returns the highest array
element index used, plus one, as determined by the compiler
and/or linker. Only one active uniform variable will be reported
for a uniform array. If the active uniform is an array, the uniform
name returned in <em class="parameter"><code>name</code></em> will always
be the name of the uniform array appended with "[0]".</p>
<p>Uniform variables that are declared as structures or
arrays of structures will not be returned directly by this
function. Instead, each of these uniform variables will be
reduced to its fundamental components containing the
"." and "[]" operators such that each of the
names is valid as an argument to
<a class="citerefentry" href="glGetUniformLocation"><span class="citerefentry"><span class="refentrytitle">glGetUniformLocation</span></span></a>.
Each of these reduced uniform variables is counted as one active
uniform variable and is assigned an index. A valid name cannot
be a structure, an array of structures, or a subcomponent of a
vector or matrix.</p>
<p>The size of the uniform variable will be returned in
<em class="parameter"><code>size</code></em>. Uniform variables other than arrays
will have a size of 1. Structures and arrays of structures will
be reduced as described earlier, such that each of the names
returned will be a data type in the earlier list. If this
reduction results in an array, the size returned will be as
described for uniform arrays; otherwise, the size returned will
be 1.</p>
<p>The list of active uniform variables may include both
built-in uniform variables (which begin with the prefix
"gl_") as well as user-defined uniform variable
names.</p>
<p>This function will return as much information as it can
about the specified active uniform variable. If no information
is available, <em class="parameter"><code>length</code></em> will be 0, and
<em class="parameter"><code>name</code></em> will be an empty string. This
situation could occur if this function is called after a link
operation that failed. If an error occurs, the return values
<em class="parameter"><code>length</code></em>, <em class="parameter"><code>size</code></em>,
<em class="parameter"><code>type</code></em>, and <em class="parameter"><code>name</code></em>
will be unmodified.</p>
</div>
<div class="refsect1" id="errors">
<h2>Errors</h2>
<p><code class="constant">GL_INVALID_VALUE</code> is generated if
<em class="parameter"><code>program</code></em> is not a value generated by
OpenGL.</p>
<p><code class="constant">GL_INVALID_OPERATION</code> is generated if
<em class="parameter"><code>program</code></em> is not a program object.</p>
<p><code class="constant">GL_INVALID_VALUE</code> is generated if
<em class="parameter"><code>index</code></em> is greater than or equal to the
number of active uniform variables in
<em class="parameter"><code>program</code></em>.</p>
<p><code class="constant">GL_INVALID_VALUE</code> is generated if
<em class="parameter"><code>bufSize</code></em> is less than 0.</p>
</div>
<div class="refsect1" id="associatedgets">
<h2>Associated Gets</h2>
<p><a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a>
with argument <code class="constant">GL_MAX_VERTEX_UNIFORM_COMPONENTS</code>,
<code class="constant">GL_MAX_FRAGMENT_UNIFORM_COMPONENTS</code>,
<code class="constant">GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS</code>, or
<code class="constant">GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS</code>.</p>
<p><a class="citerefentry" href="glGetProgramiv"><span class="citerefentry"><span class="refentrytitle">glGetProgramiv</span></span></a>
with argument <code class="constant">GL_ACTIVE_UNIFORMS</code> or
<code class="constant">GL_ACTIVE_UNIFORM_MAX_LENGTH</code>.</p>
<p>
<a class="citerefentry" href="glIsProgram">
<span class="citerefentry">
<span class="refentrytitle">glIsProgram</span>
</span>
</a>
</p>
</div>
{$pipelinestall}{$examples}
<div class="refsect1" id="versions">
<h2>API Version Support</h2>
<div class="informaltable">
<table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
<colgroup>
<col style="text-align: left; "/>
<col style="text-align: center; " class="firstvers"/>
<col style="text-align: center; "/>
<col style="text-align: center; " class="lastvers"/>
</colgroup>
<thead>
<tr>
<th style="text-align: left; border-right: 2px solid ; ">
</th>
<th style="text-align: center; border-bottom: 2px solid ; " colspan="3">
<span class="bold"><strong>OpenGL ES API Version</strong></span>
</th>
</tr>
<tr>
<th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>Function Name</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>2.0</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>3.0</strong></span>
</th>
<th style="text-align: center; border-bottom: 2px solid ; ">
<span class="bold"><strong>3.1</strong></span>
</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left; border-right: 2px solid ; ">glGetActiveUniform</td>
<td style="text-align: center; border-right: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; ">✔</td>
<td style="text-align: center; ">✔</td>
</tr>
</tbody>
</table>
</div>
</div>
<div class="refsect1" id="seealso">
<h2>See Also</h2>
<p><a class="citerefentry" href="glGetUniform"><span class="citerefentry"><span class="refentrytitle">glGetUniform</span></span></a>,
<a class="citerefentry" href="glGetUniformLocation"><span class="citerefentry"><span class="refentrytitle">glGetUniformLocation</span></span></a>,
<a class="citerefentry" href="glLinkProgram"><span class="citerefentry"><span class="refentrytitle">glLinkProgram</span></span></a>,
<a class="citerefentry" href="glUniform"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>,
<a class="citerefentry" href="glUseProgram"><span class="citerefentry"><span class="refentrytitle">glUseProgram</span></span></a></p>
</div>
<div class="refsect1" id="Copyright">
<h2>Copyright</h2>
<p>
Copyright © 2003-2005 3Dlabs Inc. Ltd.
Copyright © 2010-2014 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.
<a class="link" href="https://opencontent.org/openpub/" target="_top">https://opencontent.org/openpub/</a>.
</p>
</div>
</div>