Provided by: opengl-4-man-doc_1.0~svn31251-1build1_all bug

NAME

       glGetActiveUniformsiv - Returns information about several active uniform variables for the
       specified program object

C SPECIFICATION

       void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount,
                                  const GLuint *uniformIndices, GLenum pname, GLint *params);

PARAMETERS

       program
           Specifies the program object to be queried.

       uniformCount
           Specifies both the number of elements in the array of indices uniformIndices and the
           number of parameters written to params upon successful return.

       uniformIndices
           Specifies the address of an array of uniformCount integers containing the indices of
           uniforms within program whose parameter pname should be queried.

       pname
           Specifies the property of each uniform in uniformIndices that should be written into
           the corresponding element of params.

       params
           Specifies the address of an array of uniformCount integers which are to receive the
           value of pname for each uniform in uniformIndices.

DESCRIPTION

       glGetActiveUniformsiv queries the value of the parameter named pname for each of the
       uniforms within program whose indices are specified in the array of uniformCount unsigned
       integers uniformIndices. Upon success, the value of the parameter for each uniform is
       written into the corresponding entry in the array whose address is given in params. If an
       error is generated, nothing is written into params.

       If pname is GL_UNIFORM_TYPE, then an array identifying the types of uniforms specified by
       the corresponding array of uniformIndices is returned. The returned types can be any of
       the values from the following table:

       ┌─────────────────────────────────────────────┬──────────────────────┐
       │ Returned Symbolic ContantShader Uniform Type │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_FLOATfloat                │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_FLOAT_VEC2vec2                 │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_FLOAT_VEC3vec3                 │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_FLOAT_VEC4vec4                 │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_DOUBLEdouble               │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_DOUBLE_VEC2dvec2                │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_DOUBLE_VEC3dvec3                │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_DOUBLE_VEC4dvec4                │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_INTint                  │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_INT_VEC2ivec2                │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_INT_VEC3ivec3                │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_INT_VEC4ivec4                │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_UNSIGNED_INTunsigned int         │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_UNSIGNED_INT_VEC2uvec2                │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_UNSIGNED_INT_VEC3uvec3                │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_UNSIGNED_INT_VEC4uvec4                │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_BOOLbool                 │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_BOOL_VEC2bvec2                │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_BOOL_VEC3bvec3                │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_BOOL_VEC4bvec4                │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_FLOAT_MAT2mat2                 │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_FLOAT_MAT3mat3                 │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_FLOAT_MAT4mat4                 │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_FLOAT_MAT2x3mat2x3               │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_FLOAT_MAT2x4mat2x4               │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_FLOAT_MAT3x2mat3x2               │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_FLOAT_MAT3x4mat3x4               │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_FLOAT_MAT4x2mat4x2               │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_FLOAT_MAT4x3mat4x3               │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_DOUBLE_MAT2dmat2                │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_DOUBLE_MAT3dmat3                │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_DOUBLE_MAT4dmat4                │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_DOUBLE_MAT2x3dmat2x3              │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_DOUBLE_MAT2x4dmat2x4              │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_DOUBLE_MAT3x2dmat3x2              │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_DOUBLE_MAT3x4dmat3x4              │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_DOUBLE_MAT4x2dmat4x2              │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_DOUBLE_MAT4x3dmat4x3              │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_SAMPLER_1Dsampler1D            │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_SAMPLER_2Dsampler2D            │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_SAMPLER_3Dsampler3D            │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_SAMPLER_CUBEsamplerCube          │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_SAMPLER_1D_SHADOWsampler1DShadow      │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_SAMPLER_2D_SHADOWsampler2DShadow      │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_SAMPLER_1D_ARRAYsampler1DArray       │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_SAMPLER_2D_ARRAYsampler2DArray       │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_SAMPLER_1D_ARRAY_SHADOWsampler1DArrayShadow │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_SAMPLER_2D_ARRAY_SHADOWsampler2DArrayShadow │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_SAMPLER_2D_MULTISAMPLEsampler2DMS          │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_SAMPLER_2D_MULTISAMPLE_ARRAYsampler2DMSArray     │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_SAMPLER_CUBE_SHADOWsamplerCubeShadow    │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_SAMPLER_BUFFERsamplerBuffer        │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_SAMPLER_2D_RECTsampler2DRect        │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_SAMPLER_2D_RECT_SHADOWsampler2DRectShadow  │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_INT_SAMPLER_1Disampler1D           │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_INT_SAMPLER_2Disampler2D           │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_INT_SAMPLER_3Disampler3D           │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_INT_SAMPLER_CUBEisamplerCube         │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_INT_SAMPLER_1D_ARRAYisampler1DArray      │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_INT_SAMPLER_2D_ARRAYisampler2DArray      │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_INT_SAMPLER_2D_MULTISAMPLEisampler2DMS         │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAYisampler2DMSArray    │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_INT_SAMPLER_BUFFERisamplerBuffer       │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_INT_SAMPLER_2D_RECTisampler2DRect       │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_UNSIGNED_INT_SAMPLER_1Dusampler1D           │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_UNSIGNED_INT_SAMPLER_2Dusampler2D           │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_UNSIGNED_INT_SAMPLER_3Dusampler3D           │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_UNSIGNED_INT_SAMPLER_CUBEusamplerCube         │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_UNSIGNED_INT_SAMPLER_1D_ARRAYusampler2DArray      │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_UNSIGNED_INT_SAMPLER_2D_ARRAYusampler2DArray      │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLEusampler2DMS         │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAYusampler2DMSArray    │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_UNSIGNED_INT_SAMPLER_BUFFERusamplerBuffer       │
       ├─────────────────────────────────────────────┼──────────────────────┤
       │GL_UNSIGNED_INT_SAMPLER_2D_RECTusampler2DRect       │
       └─────────────────────────────────────────────┴──────────────────────┘
       If pname is GL_UNIFORM_SIZE, then an array identifying the size of the uniforms specified
       by the corresponding array of uniformIndices is returned. The sizes returned are in units
       of the type returned by a query of GL_UNIFORM_TYPE. For active uniforms that are arrays,
       the size is the number of active elements in the array; for all other uniforms, the size
       is one.

       If pname is GL_UNIFORM_NAME_LENGTH, then an array identifying the length, including the
       terminating null character, of the uniform name strings specified by the corresponding
       array of uniformIndices is returned.

       If pname is GL_UNIFORM_BLOCK_INDEX, then an array identifying the the uniform block index
       of each of the uniforms specified by the corresponding array of uniformIndices is
       returned. The uniform block index of a uniform associated with the default uniform block
       is -1.

       If pname is GL_UNIFORM_OFFSET, then an array of uniform buffer offsets is returned. For
       uniforms in a named uniform block, the returned value will be its offset, in basic machine
       units, relative to the beginning of the uniform block in the buffer object data store. For
       atomic counter uniforms, the returned value will be its offset relative to the beginning
       of its active atomic counter buffer. For all other uniforms, -1 will be returned.

       If pname is GL_UNIFORM_ARRAY_STRIDE, then an array identifying the stride between elements
       of each of the uniforms specified by the corresponding array of uniformIndices is
       returned. For uniforms in named uniform blocks and for uniforms declared as atomic
       counters, the stride is the difference, in basic machine units, of consecutive elements in
       an array, or zero for uniforms not declared as an array. For all other uniforms, a stride
       of -1 will be returned.

       If pname is GL_UNIFORM_MATRIX_STRIDE, then an array identifying the stride between columns
       of a column-major matrix or rows of a row-major matrix, in basic machine units, of each of
       the uniforms specified by the corresponding array of uniformIndices is returned. The
       matrix stride of a uniform associated with the default uniform block is -1. Note that this
       information only makes sense for uniforms that are matrices. For uniforms that are not
       matrices, but are declared in a named uniform block, a matrix stride of zero is returned.

       If pname is GL_UNIFORM_IS_ROW_MAJOR, then an array identifying whether each of the
       uniforms specified by the corresponding array of uniformIndices is a row-major matrix or
       not is returned. A value of one indicates a row-major matrix, and a value of zero
       indicates a column-major matrix, a matrix in the default uniform block, or a non-matrix.

       If pname is GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX, then an array identifying the active
       atomic counter buffer index of each of the uniforms specified by the corresponding array
       of uniformIndices is returned. For uniforms other than atomic counters, the returned
       buffer index is -1. The returned indices may be passed to
       glGetActiveAtomicCounterBufferiv() to query the properties of the associated buffer, and
       not necessarily the binding point specified in the uniform declaration.

NOTES

       The double types, GL_DOUBLE, GL_DOUBLE_VEC2, GL_DOUBLE_VEC3, GL_DOUBLE_VEC4,
       GL_DOUBLE_MAT2, GL_DOUBLE_MAT3, GL_DOUBLE_MAT4, GL_DOUBLE_MAT2x3, GL_DOUBLE_MAT2x4,
       GL_DOUBLE_MAT3x2, GL_DOUBLE_MAT3x4, GL_DOUBLE_MAT4x2, and GL_DOUBLE_MAT4x3 are only
       available if the GL version is 4.1 or higher.

       GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX is only accepted by pname if the GL version is 4.2
       or higher.

ERRORS

       GL_INVALID_VALUE is generated if program is not a value generated by OpenGL.

       GL_INVALID_OPERATION is generated if program is not a program object.

       GL_INVALID_VALUE is generated if uniformCount is greater than or equal to the value of
       GL_ACTIVE_UNIFORMS for program.

       GL_INVALID_ENUM is generated if pname is not an accepted token.

ASSOCIATED GETS

       glGet() with argument GL_MAX_VERTEX_UNIFORM_COMPONENTS,
       GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS, GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS,
       GL_MAX_GEOMETRY_UNIFORM_COMPONENTS, GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, or
       GL_MAX_COMBINED_UNIFORM_COMPONENTS.

       glGetProgram() with argument GL_ACTIVE_UNIFORMS or GL_ACTIVE_UNIFORM_MAX_LENGTH.

       glIsProgram()

VERSION SUPPORT

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

SEE ALSO

       glGetUniform(), glGetActiveUniform(), glGetUniformLocation(), glLinkProgram(),
       glUniform(), glUseProgram()

COPYRIGHT

       Copyright © 2011-2014 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 © 2011-2014 Khronos Group

[FIXME: source]                             07/22/2015                   GLGETACTIVEUNIFORMSI(3G)