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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:

       ┌────────────────────────────────────────┬────────────────────────────────────────────────────────────────────────────────────┐
       │PropertySupported Interfaces                                                               │
       ├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
       │GL_NAME_LENGTH                          │ Any except GL_ATOMIC_COUNTER_BUFFER                                                │
       │                                        │ and GL_TRANSFORM_FEEDBACK_BUFFER                                                   │
       ├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
       │GL_TYPEGL_UNIFORM, GL_PROGRAM_INPUT,                                                      │
       │                                        │ GL_PROGRAM_OUTPUT,                                                                 │
       │                                        │ GL_TRANSFORM_FEEDBACK_VARYING,                                                     │
       │                                        │ GL_BUFFER_VARIABLE                                                                 │
       ├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
       │GL_ARRAY_SIZEGL_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_OFFSETGL_UNIFORM, GL_BUFFER_VARIABLE, GL_TRANSFORM_FEEDBACK_VARYING                      │
       ├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
       │GL_BLOCK_INDEXGL_UNIFORM, GL_BUFFER_VARIABLE                                                     │
       ├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
       │GL_ARRAY_STRIDEGL_UNIFORM, GL_BUFFER_VARIABLE                                                     │
       ├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
       │GL_MATRIX_STRIDEGL_UNIFORM, GL_BUFFER_VARIABLE                                                     │
       ├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
       │GL_IS_ROW_MAJORGL_UNIFORM, GL_BUFFER_VARIABLE                                                     │
       ├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
       │GL_ATOMIC_COUNTER_BUFFER_INDEXGL_UNIFORM                                                                         │
       ├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
       │GL_TEXTURE_BUFFERnone                                                                               │
       ├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
       │GL_BUFFER_BINDINGGL_UNIFORM_BLOCK, GL_ATOMIC_COUNTER_BUFFER, GL_SHADER_STORAGE_BLOCK,               │
       │                                        │ GL_TRANSFORM_FEEDBACK_BUFFER                                                       │
       ├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
       │GL_BUFFER_DATA_SIZEGL_UNIFORM_BLOCK, GL_ATOMIC_COUNTER_BUFFER, GL_SHADER_STORAGE_BLOCK                │
       ├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
       │GL_NUM_ACTIVE_VARIABLESGL_UNIFORM_BLOCK, GL_ATOMIC_COUNTER_BUFFER, GL_SHADER_STORAGE_BLOCK,               │
       │                                        │ GL_TRANSFORM_FEEDBACK_BUFFER                                                       │
       ├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
       │GL_ACTIVE_VARIABLESGL_UNIFORM_BLOCK, GL_ATOMIC_COUNTER_BUFFER, GL_SHADER_STORAGE_BLOCK,               │
       │                                        │ GL_TRANSFORM_FEEDBACK_BUFFER                                                       │
       ├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
       │GL_REFERENCED_BY_VERTEX_SHADERGL_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_SHADERGL_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_SHADERGL_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_SHADERGL_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_SHADERGL_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_SHADERGL_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_SUBROUTINESGL_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_SUBROUTINESGL_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_SIZEGL_BUFFER_VARIABLE                                                                 │
       ├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
       │GL_TOP_LEVEL_ARRAY_STRIDEGL_BUFFER_VARIABLE                                                                 │
       ├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
       │GL_LOCATIONGL_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_INDEXGL_PROGRAM_OUTPUT                                                                  │
       ├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
       │GL_IS_PER_PATCHGL_PROGRAM_INPUT, GL_PROGRAM_OUTPUT                                                │
       ├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
       │GL_LOCATION_COMPONENTGL_PROGRAM_INPUT, GL_PROGRAM_OUTPUT                                                │
       ├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
       │GL_TRANSFORM_FEEDBACK_BUFFER_INDEXGL_TRANSFORM_FEEDBACK_VARYING                                                      │
       ├────────────────────────────────────────┼────────────────────────────────────────────────────────────────────────────────────┤
       │GL_TRANSFORM_FEEDBACK_BUFFER_STRIDEGL_TRANSFORM_FEEDBACK_BUFFER                                                       │
       └────────────────────────────────────────┴────────────────────────────────────────────────────────────────────────────────────┘

       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 GL_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 variables in the GL_UNIFORM and GL_BUFFER_VARIABLE interfaces that are backed by a buffer
       object, the value written is the offset of that variable relative to the base of the buffer range holding
       its value. For variables in the GL_TRANSFORM_FEEDBACK_VARYING interface, the value written is the offset
       in the transform feedback buffer storage assigned to each vertex captured in transform feedback mode
       where the value of the variable will be stored. Such offsets are specified via the xfb_offset layout
       qualifier or assigned according to the variables position in the list of strings passed to
       glTransformFeedbackVaryings(). Offsets are expressed in basic machine units. For all variables not
       recorded in transform feedback mode, including the special names "gl_NextBuffer", "gl_SkipComponents1",
       "gl_SkipComponents2", "gl_SkipComponents3", and "gl_SkipComponents4", -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, atomic counter buffer or transform feedback 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, atomic counter buffer or transform feedback buffer is written to
       params.

       For the property GL_ACTIVE_VARIABLES, an array of active variable indices associated with an active
       uniform block, shader storage block, atomic counter buffer or transform feedback 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.

       For the property GL_LOCATION_COMPONENT, a single integer indicating the first component of the location
       assigned to an active input or output variable is written to params. For input and output variables with
       a component specified by a layout qualifier, the specified component is written. For all other input and
       output variables, the value zero is written.

       For the property GL_TRANSFORM_FEEDBACK_BUFFER_INDEX, a single integer identifying the index of the active
       transform feedback buffer associated with an active variable is written to params. For variables
       corresponding to the special names "gl_NextBuffer", "gl_SkipComponents1", "gl_SkipComponents2",
       "gl_SkipComponents3", and "gl_SkipComponents4", -1 is written to params.

       For the property GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE, a single integer identifying the stride, in basic
       machine units, between consecutive vertices written to the transform feedback buffer 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

VERSION SUPPORT

       ┌───────────────────────┬───────────────────────────────────────────────────────────────────────┐
       │                       │                OpenGL Version                                         │
       ├───────────────────────┼─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┤
       │Function2.02.13.03.13.23.34.04.14.24.34.44.5 │
       │/                      │     │     │     │     │     │     │     │     │     │     │     │     │
       │Feature                │     │     │     │     │     │     │     │     │     │     │     │     │
       │Name                   │     │     │     │     │     │     │     │     │     │     │     │     │
       ├───────────────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
       │glGetProgramResourceiv │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  ✔  │  ✔  │  ✔  │
       └───────────────────────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┘

SEE ALSO

       glGetProgramResourceName(), glGetProgramResourceIndex(), glGetProgramResourceLocation(),
       glGetProgramResourceLocationIndex().

COPYRIGHT

       Copyright © 2013-2014 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.  http://opencontent.org/openpub/.

COPYRIGHT

       Copyright © 2013-2014 Khronos Group

[FIXME: source]                                    01/03/2018                           GLGETPROGRAMRESOURCE(3G)