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Core in version 4.6
Core since version 4.0
Core ARB extension ARB_shader_subroutine

glGetSubroutineUniformLocation: retrieve the location of a subroutine uniform of a given shader stage within a program

Function Definition

 GLint glGetSubroutineUniformLocation(GLuint program​, GLenum shadertype​, const GLchar *name​);
Specifies the name of the program containing shader stage.
Specifies the shader stage from which to query for subroutine uniform index. shadertype​ must be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER, GL_FRAGMENT_SHADER, or GL_COMPUTE_SHADER.
Specifies the name of the subroutine uniform whose index to query.


glGetSubroutineUniformLocation returns the location of the subroutine uniform variable name​ in the shader stage of type shadertype​ attached to program​, with behavior otherwise identical to glGetUniformLocation.

If name​ is not the name of a subroutine uniform in the shader stage, -1 is returned, but no error is generated. If name​ is the name of a subroutine uniform in the shader stage, a value between zero and the value of GL_ACTIVE_SUBROUTINE_LOCATIONS minus one will be returned. Subroutine locations are assigned using consecutive integers in the range from zero to the value of GL_ACTIVE_SUBROUTINE_LOCATIONS minus one for the shader stage. For active subroutine uniforms declared as arrays, the declared array elements are assigned consecutive locations.


GL_INVALID_ENUM is generated if shadertype​ or pname​ is not one of the accepted values.

GL_INVALID_VALUE is generated if program​ is not the name of an existing program object.

See Also

glGetProgram, glGetActiveSubroutineUniform, glGetActiveSubroutineUniformName, glGetUniformLocation, glGetProgramResourceLocation, glUniformSubroutines


Copyright © 2010 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.