glGetProgramiv — Returns a parameter from a program object
void glGetProgramiv( | GLuint program, |
GLenum pname, | |
GLint *params) ; |
program
Specifies the program object to be queried.
pname
Specifies the object parameter. Accepted symbolic names are GL_DELETE_STATUS
, GL_LINK_STATUS
, GL_VALIDATE_STATUS
, GL_INFO_LOG_LENGTH
, GL_ATTACHED_SHADERS
, GL_ACTIVE_ATOMIC_COUNTER_BUFFERS
, GL_ACTIVE_ATTRIBUTES
, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
, GL_ACTIVE_UNIFORMS
, GL_ACTIVE_UNIFORM_BLOCKS
, GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH
, GL_ACTIVE_UNIFORM_MAX_LENGTH
, GL_COMPUTE_WORK_GROUP_SIZE
, GL_PROGRAM_BINARY_LENGTH
, GL_TRANSFORM_FEEDBACK_BUFFER_MODE
, GL_TRANSFORM_FEEDBACK_VARYINGS
, GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH
, GL_GEOMETRY_VERTICES_OUT
, GL_GEOMETRY_INPUT_TYPE
, and GL_GEOMETRY_OUTPUT_TYPE
.
params
Returns the requested object parameter.
glGetProgram
returns in params
the value of a parameter for a specific program object. The following parameters are defined:
GL_DELETE_STATUS
params
returns GL_TRUE
if program
is currently flagged for deletion, and GL_FALSE
otherwise.
GL_LINK_STATUS
params
returns GL_TRUE
if the last link operation on program
was successful, and GL_FALSE
otherwise.
GL_VALIDATE_STATUS
params
returns GL_TRUE
or if the last validation operation on program
was successful, and GL_FALSE
otherwise.
GL_INFO_LOG_LENGTH
params
returns the number of characters in the information log for program
including the null termination character (i.e., the size of the character buffer required to store the information log). If program
has no information log, a value of 0 is returned.
GL_ATTACHED_SHADERS
params
returns the number of shader objects attached to program
.
GL_ACTIVE_ATOMIC_COUNTER_BUFFERS
params
returns the number of active attribute atomic counter buffers used by program
.
GL_ACTIVE_ATTRIBUTES
params
returns the number of active attribute variables for program
.
GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
params
returns the length of the longest active attribute name for program
, including the null termination character (i.e., the size of the character buffer required to store the longest attribute name). If no active attributes exist, 0 is returned.
GL_ACTIVE_UNIFORMS
params
returns the number of active uniform variables for program
.
GL_ACTIVE_UNIFORM_MAX_LENGTH
params
returns the length of the longest active uniform variable name for program
, including the null termination character (i.e., the size of the character buffer required to store the longest uniform variable name). If no active uniform variables exist, 0 is returned.
GL_PROGRAM_BINARY_LENGTH
params
returns the length of the program binary, in bytes that will be returned by a call to glGetProgramBinary. When a progam's GL_LINK_STATUS
is GL_FALSE
, its program binary length is zero.
GL_COMPUTE_WORK_GROUP_SIZE
params
returns an array of three integers containing the local work group size of the compute program as specified by its input layout qualifier(s). program
must be the name of a program object that has been previously linked successfully and contains a binary for the compute shader stage.
GL_TRANSFORM_FEEDBACK_BUFFER_MODE
params
returns a symbolic constant indicating the buffer mode used when transform feedback is active. This may be GL_SEPARATE_ATTRIBS
or GL_INTERLEAVED_ATTRIBS
.
GL_TRANSFORM_FEEDBACK_VARYINGS
params
returns the number of varying variables to capture in transform feedback mode for the program.
GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH
params
returns the length of the longest variable name to be used for transform feedback, including the null-terminator.
GL_GEOMETRY_VERTICES_OUT
params
returns the maximum number of vertices that the geometry shader in program
will output.
GL_GEOMETRY_INPUT_TYPE
params
returns a symbolic constant indicating the primitive type accepted as input to the geometry shader contained in program
.
GL_GEOMETRY_OUTPUT_TYPE
params
returns a symbolic constant indicating the primitive type that will be output by the geometry shader contained in program
.
GL_ACTIVE_UNIFORM_BLOCKS
and GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH
are available only if the GL version 3.1 or greater.
GL_GEOMETRY_VERTICES_OUT
, GL_GEOMETRY_INPUT_TYPE
and GL_GEOMETRY_OUTPUT_TYPE
are accepted only if the GL version is 3.2 or greater.
GL_COMPUTE_WORK_GROUP_SIZE
is accepted only if the GL version is 4.3 or greater.
If an error is generated, no change is made to the contents of params
.
GL_INVALID_VALUE
is generated if program
is not a value generated by OpenGL.
GL_INVALID_OPERATION
is generated if program
does not refer to a program object.
GL_INVALID_OPERATION
is generated if pname
is GL_GEOMETRY_VERTICES_OUT
, GL_GEOMETRY_INPUT_TYPE
, or GL_GEOMETRY_OUTPUT_TYPE
, and program
does not contain a geometry shader.
GL_INVALID_ENUM
is generated if pname
is not an accepted value.
GL_INVALID_OPERATION
is generated if pname
is GL_COMPUTE_WORK_GROUP_SIZE
and program
does not contain a binary for the compute shader stage.
glGetActiveAttrib with argument program
glGetActiveUniform with argument program
glGetAttachedShaders with argument program
glGetProgramInfoLog with argument program
GLuint vshader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vshader, 1, &vertex_shader_source, NULL); // vertex_shader_source is a GLchar* containing glsl shader source code glCompileShader(vshader); GLint vertex_compiled; glGetShaderiv(vshader, GL_COMPILE_STATUS, &vertex_compiled); if (vertex_compiled != GL_TRUE) { GLsizei log_length = 0; GLchar message[1024]; glGetShaderInfoLog(vshader, 1024, &log_length, message); // Write the error to a log } GLuint fshader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fshader, 1, &fragment_shader_source, NULL); // fragment_shader_source is a GLchar* containing glsl shader source code glCompileShader(fshader); GLint fragment_compiled; glGetShaderiv(fshader, GL_COMPILE_STATUS, &fragment_compiled); if (fragment_compiled != GL_TRUE) { GLsizei log_length = 0; GLchar message[1024]; glGetShaderInfoLog(fshader, 1024, &log_length, message); // Write the error to a log } GLuint program = glCreateProgram(); // This step is unnecessary if you use the location specifier in your shader // e.g. layout (location = 0) in vec3 position; glBindAttribLocation(program, 0, "position"); // The index passed into glBindAttribLocation is glBindAttribLocation(program, 1, "texcoord"); // used by glEnableVertexAttribArray. "position" glBindAttribLocation(program, 2, "normal"); // "texcoord" "normal" and "color" are the names of the glBindAttribLocation(program, 3, "color"); // respective inputs in your fragment shader. glAttachShader(program, vshader); glAttachShader(program, fshader); glLinkProgram(program); GLint program_linked; glGetProgramiv(program, GL_LINK_STATUS, &program_linked); if (program_linked != GL_TRUE) { GLsizei log_length = 0; GLchar message[1024]; glGetProgramInfoLog(program, 1024, &log_length, message); // Write the error to a log }
// The index returned from these GLint functions gets passed to glEnableVertexAttribArray during rendering. GLint position_attrib_index = glGetAttribLocation(program, "position"); // program is what is returned by glCreateProgram. GLint texcoord_attrib_index = glGetAttribLocation(program, "texcoord"); GLint normal_attrib_index = glGetAttribLocation(program, "normal"); GLint color_attrib_index = glGetAttribLocation(program, "color"); glBindFragDataLocation(program, 0, "output_color"); // "output_color" is an output value in your vertex shader and an input value in your fragment shader. GLint num_uniforms; glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &num_uniforms); GLchar uniform_name[256]; GLsizei length; GLint size; GLenum type; for (int i = 0; i < num_uniforms; i++) { glGetActiveUniform(program, i, sizeof(uniform_name), &length, &size, &type, uniform_name); // ... save this uniform data so it can be used during rendering }
OpenGL Version | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Function / Feature Name | 2.0 | 2.1 | 3.0 | 3.1 | 3.2 | 3.3 | 4.0 | 4.1 | 4.2 | 4.3 | 4.4 | 4.5 |
glGetProgramiv | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
glAttachShader, glCreateProgram, glDeleteProgram, glGetShader, glLinkProgram, glValidateProgram
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