|Core in version||4.6|
|Core since version||3.1|
glUniformBlockBinding: assign a binding point to an active uniform block
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
- The name of a program object containing the active uniform block whose binding to assign.
- The index of the active uniform block within program whose binding to assign.
- Specifies the binding point to which to bind the uniform block with index uniformBlockIndex within program.
Binding points for active uniform blocks are assigned using glUniformBlockBinding. Each of a program's active uniform blocks has a corresponding uniform buffer binding point. program is the name of a program object for which the command glLinkProgram has been issued in the past.
If successful, glUniformBlockBinding specifies that program will use the data store of the buffer object bound to the binding point uniformBlockBinding to extract the values of the uniforms in the uniform block identified by uniformBlockIndex.
When a program object is linked or re-linked, the uniform buffer object binding point assigned to each of its active uniform blocks is reset to zero.
GL_INVALID_VALUE is generated if uniformBlockIndex is not an active uniform block index of program.
GL_INVALID_VALUE is generated if uniformBlockBinding is greater than or equal to the value of GL_MAX_UNIFORM_BUFFER_BINDINGS.
GL_INVALID_VALUE is generated program is not the name of a program object generated by the GL.
glUniformBlockBinding is available only if the GL version is 3.1 or greater.
glGetUniformBlockIndex with the program and the name of the block.
glGetProgramResourceIndex with the program, GL_UNIFORM_BLOCK, and the name of the block.
glGetActiveUniformBlock with argument GL_UNIFORM_BLOCK_BINDING
glGetProgramResource with GL_UNIFORM_BLOCK and GL_BUFFER_BINDING
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