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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)
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