glProgramUniform

Specify the value of a uniform variable for a specified program object

Signature

glProgramUniform1f( GLuint ( program ) , GLint ( location ) , GLfloat ( v0 ) )-> void
glProgramUniform1f( program , location , v0 )
glProgramUniform1fv( GLuint ( program ) , GLint ( location ) , GLsizei ( count ) , const GLfloat *( value ) )-> void
glProgramUniform1fv( program , location , count , value )
glProgramUniform1i( GLuint ( program ) , GLint ( location ) , GLint ( v0 ) )-> void
glProgramUniform1i( program , location , v0 )
glProgramUniform1iv( GLuint ( program ) , GLint ( location ) , GLsizei ( count ) , const GLint *( value ) )-> void
glProgramUniform1iv( program , location , count , value )
glProgramUniform1ui( GLuint ( program ) , GLint ( location ) , GLuint ( v0 ) )-> void
glProgramUniform1ui( program , location , v0 )
glProgramUniform1uiv( GLuint ( program ) , GLint ( location ) , GLsizei ( count ) , const GLuint *( value ) )-> void
glProgramUniform1uiv( program , location , count , value )
glProgramUniform2f( GLuint ( program ) , GLint ( location ) , GLfloat ( v0 ) , GLfloat ( v1 ) )-> void
glProgramUniform2f( program , location , v0 , v1 )
glProgramUniform2fv( GLuint ( program ) , GLint ( location ) , GLsizei ( count ) , const GLfloat *( value ) )-> void
glProgramUniform2fv( program , location , count , value )
glProgramUniform2i( GLuint ( program ) , GLint ( location ) , GLint ( v0 ) , GLint ( v1 ) )-> void
glProgramUniform2i( program , location , v0 , v1 )
glProgramUniform2iv( GLuint ( program ) , GLint ( location ) , GLsizei ( count ) , const GLint *( value ) )-> void
glProgramUniform2iv( program , location , count , value )
glProgramUniform2ui( GLuint ( program ) , GLint ( location ) , GLint ( v0 ) , GLuint ( v1 ) )-> void
glProgramUniform2ui( program , location , v0 , v1 )
glProgramUniform2uiv( GLuint ( program ) , GLint ( location ) , GLsizei ( count ) , const GLuint *( value ) )-> void
glProgramUniform2uiv( program , location , count , value )
glProgramUniform3f( GLuint ( program ) , GLint ( location ) , GLfloat ( v0 ) , GLfloat ( v1 ) , GLfloat ( v2 ) )-> void
glProgramUniform3f( program , location , v0 , v1 , v2 )
glProgramUniform3fv( GLuint ( program ) , GLint ( location ) , GLsizei ( count ) , const GLfloat *( value ) )-> void
glProgramUniform3fv( program , location , count , value )
glProgramUniform3i( GLuint ( program ) , GLint ( location ) , GLint ( v0 ) , GLint ( v1 ) , GLint ( v2 ) )-> void
glProgramUniform3i( program , location , v0 , v1 , v2 )
glProgramUniform3iv( GLuint ( program ) , GLint ( location ) , GLsizei ( count ) , const GLint *( value ) )-> void
glProgramUniform3iv( program , location , count , value )
glProgramUniform3ui( GLuint ( program ) , GLint ( location ) , GLint ( v0 ) , GLint ( v1 ) , GLuint ( v2 ) )-> void
glProgramUniform3ui( program , location , v0 , v1 , v2 )
glProgramUniform3uiv( GLuint ( program ) , GLint ( location ) , GLsizei ( count ) , const GLuint *( value ) )-> void
glProgramUniform3uiv( program , location , count , value )
glProgramUniform4f( GLuint ( program ) , GLint ( location ) , GLfloat ( v0 ) , GLfloat ( v1 ) , GLfloat ( v2 ) , GLfloat ( v3 ) )-> void
glProgramUniform4f( program , location , v0 , v1 , v2 , v3 )
glProgramUniform4fv( GLuint ( program ) , GLint ( location ) , GLsizei ( count ) , const GLfloat *( value ) )-> void
glProgramUniform4fv( program , location , count , value )
glProgramUniform4i( GLuint ( program ) , GLint ( location ) , GLint ( v0 ) , GLint ( v1 ) , GLint ( v2 ) , GLint ( v3 ) )-> void
glProgramUniform4i( program , location , v0 , v1 , v2 , v3 )
glProgramUniform4iv( GLuint ( program ) , GLint ( location ) , GLsizei ( count ) , const GLint *( value ) )-> void
glProgramUniform4iv( program , location , count , value )
glProgramUniform4ui( GLuint ( program ) , GLint ( location ) , GLint ( v0 ) , GLint ( v1 ) , GLint ( v2 ) , GLuint ( v3 ) )-> void
glProgramUniform4ui( program , location , v0 , v1 , v2 , v3 )
glProgramUniform4uiv( GLuint ( program ) , GLint ( location ) , GLsizei ( count ) , const GLuint *( value ) )-> void
glProgramUniform4uiv( program , location , count , value )
glProgramUniformMatrix2fv( GLuint ( program ) , GLint ( location ) , GLsizei ( count ) , GLboolean ( transpose ) , const GLfloat *( value ) )-> void
glProgramUniformMatrix2fv( program , location , count , transpose , value )
glProgramUniformMatrix2x3fv( GLuint ( program ) , GLint ( location ) , GLsizei ( count ) , GLboolean ( transpose ) , const GLfloat *( value ) )-> void
glProgramUniformMatrix2x3fv( program , location , count , transpose , value )
glProgramUniformMatrix2x4fv( GLuint ( program ) , GLint ( location ) , GLsizei ( count ) , GLboolean ( transpose ) , const GLfloat *( value ) )-> void
glProgramUniformMatrix2x4fv( program , location , count , transpose , value )
glProgramUniformMatrix3fv( GLuint ( program ) , GLint ( location ) , GLsizei ( count ) , GLboolean ( transpose ) , const GLfloat *( value ) )-> void
glProgramUniformMatrix3fv( program , location , count , transpose , value )
glProgramUniformMatrix3x2fv( GLuint ( program ) , GLint ( location ) , GLsizei ( count ) , GLboolean ( transpose ) , const GLfloat *( value ) )-> void
glProgramUniformMatrix3x2fv( program , location , count , transpose , value )
glProgramUniformMatrix3x4fv( GLuint ( program ) , GLint ( location ) , GLsizei ( count ) , GLboolean ( transpose ) , const GLfloat *( value ) )-> void
glProgramUniformMatrix3x4fv( program , location , count , transpose , value )
glProgramUniformMatrix4fv( GLuint ( program ) , GLint ( location ) , GLsizei ( count ) , GLboolean ( transpose ) , const GLfloat *( value ) )-> void
glProgramUniformMatrix4fv( program , location , count , transpose , value )
glProgramUniformMatrix4x2fv( GLuint ( program ) , GLint ( location ) , GLsizei ( count ) , GLboolean ( transpose ) , const GLfloat *( value ) )-> void
glProgramUniformMatrix4x2fv( program , location , count , transpose , value )
glProgramUniformMatrix4x3fv( GLuint ( program ) , GLint ( location ) , GLsizei ( count ) , GLboolean ( transpose ) , const GLfloat *( value ) )-> void
glProgramUniformMatrix4x3fv( program , location , count , transpose , value )

Parameters

VariablesDescription
program
Specifies the handle of the program containing the uniform variable to be modified.
location
Specifies the location of the uniform variable to be modified.
count
For the vector commands ( glProgramUniform*v ), specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.
transpose
For the matrix commands, specifies whether to transpose the matrix as the values are loaded into the uniform variable.
v0, v1, v2, v3
For the scalar commands, specifies the new values to be used for the specified uniform variable.
value
For the vector and matrix commands, specifies a pointer to an array of count values that will be used to update the specified uniform variable.

Description

glProgramUniform modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location , which should be a value returned by glGetUniformLocation . glProgramUniform operates on the program object specified by program .
The commands glProgramUniform{1|2|3|4}{f|i|ui} are used to change the value of the uniform variable specified by location using the values passed as arguments. The number specified in the command should match the number of components in the data type of the specified uniform variable (e.g., 1 for
float
,
int
,
unsigned int
,
bool
; 2 for
vec2
,
ivec2
,
uvec2
,
bvec2
, etc.). The suffix f indicates that floating-point values are being passed; the suffix i indicates that integer values are being passed; the suffix ui indicates that unsigned integer values are being passed, and this type should also match the data type of the specified uniform variable. The i variants of this function should be used to provide values for uniform variables defined as
int
,
ivec2
,
ivec3
,
ivec4
, or arrays of these. The ui variants of this function should be used to provide values for uniform variables defined as
unsigned int
,
uvec2
,
uvec3
,
uvec4
, or arrays of these. The f variants should be used to provide values for uniform variables of type
float
,
vec2
,
vec3
,
vec4
, or arrays of these. Either the i , ui or f variants may be used to provide values for uniform variables of type
bool
,
bvec2
,
bvec3
,
bvec4
, or arrays of these. The uniform variable will be set to
false
if the input value is 0 or 0.0f, and it will be set to
true
otherwise.
All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to glProgramUniform until the next successful link operation occurs on the program object, when they are once again initialized to 0.
The commands glProgramUniform{1|2|3|4}{f|i|ui}v can be used to modify a single uniform variable or a uniform variable array. These commands pass a count and a pointer to the values to be loaded into a uniform variable or a uniform variable array. A count of 1 should be used if modifying the value of a single uniform variable, and a count of 1 or greater can be used to modify an entire array or part of an array. When loading n elements starting at an arbitrary position m in a uniform variable array, elements m + n - 1 in the array will be replaced with the new values. If m + n - 1 is larger than the size of the uniform variable array, values for all array elements beyond the end of the array will be ignored. The number specified in the name of the command indicates the number of components for each element in value , and it should match the number of components in the data type of the specified uniform variable (e.g., 1 for
float
,
int
,
bool
; 2 for
vec2
,
ivec2
,
bvec2
, etc.). The data type specified in the name of the command must match the data type for the specified uniform variable as described previously for glProgramUniform{1|2|3|4}{f|i|ui} .
For uniform variable arrays, each element of the array is considered to be of the type indicated in the name of the command (e.g., glProgramUniform3f or glProgramUniform3fv can be used to load a uniform variable array of type vec3). The number of elements of the uniform variable array to be modified is specified by count
The commands glProgramUniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to modify a matrix or an array of matrices. The numbers in the command name are interpreted as the dimensionality of the matrix. The number 2 indicates a 2 × 2 matrix (i.e., 4 values), the number 3 indicates a 3 × 3 matrix (i.e., 9 values), and the number 4 indicates a 4 × 4 matrix (i.e., 16 values). Non-square matrix dimensionality is explicit, with the first number representing the number of columns and the second number representing the number of rows. For example, 2x4 indicates a 2 × 4 matrix with 2 columns and 4 rows (i.e., 8 values). If transpose is GL_FALSE , each matrix is assumed to be supplied in column major order. If transpose is GL_TRUE , each matrix is assumed to be supplied in row major order. The count argument indicates the number of matrices to be passed. A count of 1 should be used if modifying the value of a single matrix, and a count greater than 1 can be used to modify an array of matrices.

Notes

glProgramUniform1i and glProgramUniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL_INVALID_OPERATION error.
If count is greater than 1 and the indicated uniform variable is not an array, a GL_INVALID_OPERATION error is generated and the specified uniform variable will remain unchanged.
Other than the preceding exceptions, if the type and size of the uniform variable as defined in the shader do not match the type and size specified in the name of the command used to load its value, a GL_INVALID_OPERATION error will be generated and the specified uniform variable will remain unchanged.
If location is a value other than -1 and it does not represent a valid uniform variable location in within program , an error will be generated, and no changes will be made to the uniform variable storage of program . If location is equal to -1, the data passed in will be silently ignored and the specified uniform variable will not be changed.

Errors

GL_INVALID_OPERATION is generated if program does not refer to a program object owned by the GL.
GL_INVALID_OPERATION is generated if the size of the uniform variable declared in the shader does not match the size indicated by the glProgramUniform command.
GL_INVALID_OPERATION is generated if one of the signed or unsigned integer variants of this function is used to load a uniform variable of type
float
,
vec2
,
vec3
,
vec4
, or an array of these, or if one of the floating-point variants of this function is used to load a uniform variable of type
int
,
ivec2
,
ivec3
,
ivec4
,
unsigned int
,
uvec2
,
uvec3
,
uvec4
, or an array of these.
GL_INVALID_OPERATION is generated if one of the signed integer variants of this function is used to load a uniform variable of type
unsigned int
,
uvec2
,
uvec3
,
uvec4
, or an array of these.
GL_INVALID_OPERATION is generated if one of the unsigned integer variants of this function is used to load a uniform variable of type
int
,
ivec2
,
ivec3
,
ivec4
, or an array of these.
GL_INVALID_OPERATION is generated if location is an invalid uniform location for program and location is not equal to -1.
GL_INVALID_VALUE is generated if count is less than 0.
GL_INVALID_OPERATION is generated if count is greater than 1 and the indicated uniform variable is not an array variable.
GL_INVALID_OPERATION is generated if a sampler is loaded using a command other than glProgramUniform1i and glProgramUniform1iv .

Associated Gets

glGetActiveUniform with the handle of a program object and the index of an active uniform variable
glGetUniform with the handle of a program object and the location of a uniform variable
glGetUniformLocation with the handle of a program object and the name of a uniform variable

Version Support

glProgramUniform1f
glProgramUniform1fv
glProgramUniform1i
glProgramUniform1iv
glProgramUniform1ui
glProgramUniform1uiv
glProgramUniform2f
glProgramUniform2fv
glProgramUniform2i
glProgramUniform2iv
glProgramUniform2ui
glProgramUniform2uiv
glProgramUniform3f
glProgramUniform3fv
glProgramUniform3i
glProgramUniform3iv
glProgramUniform3ui
glProgramUniform3uiv
glProgramUniform4f
glProgramUniform4fv
glProgramUniform4i
glProgramUniform4iv
glProgramUniform4ui
glProgramUniform4uiv
glProgramUniformMatrix2fv
glProgramUniformMatrix2x3fv
glProgramUniformMatrix2x4fv
glProgramUniformMatrix3fv
glProgramUniformMatrix3x2fv
glProgramUniformMatrix3x4fv
glProgramUniformMatrix4fv
glProgramUniformMatrix4x2fv
glProgramUniformMatrix4x3fv

See Also

Copyright

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. .