Name CHROMIUM_bind_uniform_location Name Strings GL_CHROMIUM_bind_uniform_location Version Last Modifed Date: September 8, 2015 Dependencies OpenGL ES 2.0 is required. Overview This extension is simlar to glBindAttribLocation but instead lets you choose a location for a uniform. This allows you to not have to query the locations of uniforms. This allows the client program to know the locations of uniforms without having to wait for shaders to compile or GLSL programs to link to query the locations and therefore have no blocking calls when initializing programs. Issues If a uniform is an array you can only call glBindUniformLocation for the location of the first element. Other elements' locations must be queried if you need them. Often this is not an issue because you can set all the elements with a single gl call from the first location. Good Example: --shader-- uniform float u_someArray[4]; --C-- GLint location = 123; glBindUniformLocation(program, location, "u_someArray"); glLinkProgram(program); glUseProgram(program); // set all 4 floats in u_someArray float values[] = { 0.1f, 0.2f, 0.3f, 0.4f, }; glUniform1fv(location, 4, values); Bad example 1: GLint location = 123; glBindUniformLocation(program, location, "u_someArray"); glLinkProgram(program); glUseProgram(program); // set floats in u_someArray one at a time glUniform1f(location, 0.1f); glUniform1f(location + 1, 0.2f); // ERROR! math not allowed on locations Bad example 2: GLint location0 = 123; GLint location1 = 124; glBindUniformLocation(program, location0, "u_someArray[0]"); glBindUniformLocation(program, location1, "u_someArray[1]"); // ERROR! // not allowed to assign locations to array elements If you need to set individual elements of a uniform array you must query the location of the each element you wish to set. If a uniform has its location explicitly set within the shader text and a different location set via the API, the assignment in the shader text is used. If the location of a statically used uniform set via the API conflicts with the location of a different uniform set in the shader text, linking must fail. New Tokens None New Procedures and Functions void BindUniformLocationCHROMIUM (GLuint program, GLint location, const GLhchar* name); specifes that the uniform variable named in program should be bound to uniform location when the program is next linked. If was bound previously, its assigned binding is replaced with . must be a null terminated string. The error INVALID_VALUE is generated if is equal or greater than (MAX_VERTEX_UNIFORM_VECTORS + MAX_FRAGMENT_UNIFORM_VECTORS) * 4 or less than 0. BindUniformLocation has no effect until the program is linked. In particular, it doesn't modify the bindings of uniform variables in a program that has already been linked. The error INVALID_OPERATION is generated if name starts with the reserved "gl_" prefix. The error INVALID_VALUE is generated if name ends with an array element expression other than "[0]". When a program is linked, any active uniforms without a binding specified through BindUniformLocation will be automatically be bound to locations by the GL. Such bindings can be queried using the command GetUniformLocation. BindUniformLocation may be issued before any shader objects are attached to a program object. Hence it is allowed to bind any name (except a name starting with "gl_") to an index, including a name that is never used as a uniform in any shader object. Assigned bindings for uniform variables that do not exist or are not active are ignored. Using such bindings behaves as if passed location was -1. It is possible for an application to bind more than one uniform name to the same location. This is referred to as aliasing. This will only work if only one of the aliased uniforms is statically used in the executable program. If two statically used uniforms in a program are bound to the same location, link must fail. Errors None. New State None. Revision History 7/20/2012 Documented the extension 9/8/2015 Require program link to fail if two statically used uniforms are bound to the same location. 11/6/2015 Require inactive and non-existing, bound uniform locations to behave like location -1. 3/9/2017 Locations set in the shader override ones set by the binding API. 3/26/2018 Clarify that aliasing rules apply to statically used uniforms.