3 CHROMIUM_bind_uniform_location
7 GL_CHROMIUM_bind_uniform_location
11 Last Modifed Date: June 20, 2012
15 OpenGL ES 2.0 is required.
19 This extension is simlar to glBindAttribLocation but instead
20 lets you choose a location for a uniform. This allows you
21 to not have to query the locations of uniforms.
23 This allows the client program to know the locations of uniforms
24 without having to wait for shaders to compile or GLSL programs to
25 link to query the locations and therefore have no blocking calls
26 when initializing programs.
30 If a uniform is an array you can only call glBindUniformLocation
31 for the location of the first element. Other elements' locations
32 must be queried if you need them. Often this is not an issue
33 because you can set all the elements with a single gl call from
39 uniform float u_someArray[4];
43 glBindUniformLocation(program, location, "u_someArray");
44 glLinkProgram(program);
45 glUseProgram(program);
47 // set all 4 floats in u_someArray
48 float values[] = { 0.1f, 0.2f, 0.3f, 0.4f, };
49 glUniform1fv(location, 4, values);
54 glBindUniformLocation(program, location, "u_someArray");
55 glLinkProgram(program);
56 glUseProgram(program);
58 // set floats in u_someArray one at a time
59 glUniform1f(location, 0.1f);
60 glUniform1f(location + 1, 0.2f); // ERROR! math not allowed on locations
64 GLint location0 = 123;
65 GLint location1 = 124;
66 glBindUniformLocation(program, location0, "u_someArray[0]");
67 glBindUniformLocation(program, location1, "u_someArray[1]"); // ERROR!
68 // not allowed to assign locations to array elements
70 If you need to set individual elements of a uniform array you must query the
71 location of the each element you wish to set.
77 New Procedures and Functions
79 void BindUniformLocationCHROMIUM (GLuint program, GLint location,
82 specifes that the uniform variable named <name> in program <program>
83 should be bound to uniform location <location> when the program is next
84 linked. If <name> was bound previously, its assigned binding is replaced
85 with <location>. <name> must be a null terminated string. The error
86 INVALID_VALUE is generated if <location> is equal or greater than
88 (MAX_VERTEX_UNIFORM_VECTORS + MAX_FRAGMENT_UNIFORM_VECTORS) * 4
90 or less than 0. BindUniformLocation has no effect until the program is
91 linked. In particular, it doesn't modify the bindings of active uniforms
92 variables in a program that has already been linked.
94 The error INVALID_OPERATION is generated if name starts with the reserved
95 "gl_" prefix. The error INVALID_VALUE is generated if name ends with
96 an array element expression other than "[0]".
98 When a program is linked, any active uniforms without a binding specified
99 through BindUniformLocation will be automatically be bound to locations by
100 the GL. Such bindings can be queried using the command
103 BindUniformLocation may be issued before any shader objects are attached
104 to a program object. Hence it is allowed to bind any name (except a name
105 starting with "gl_") to an index, including a name that is never used as a
106 uniform in any shader object. Assigned bindings for uniform variables
107 that do not exist or are not active are ignored.
109 It is possible for an application to bind more than one uniform name to
110 the same location. This is referred to as aliasing. This will only work
111 if only one of the aliased uniforms is active in the executable program,
112 or if no path through the shader consumes more than one uniform of a set
113 of uniforms aliased to the same location. A link error can occur if the
114 linker determines that every path through the shader consumes multiple
115 aliased uniforms, but implementations are not required to generate an
116 error in this case. The compiler and linker are allowed to assume that no
117 aliasing is done, and may employ optimizations that work only in the
130 7/20/2012 Documented the extension