+ vector<unsigned> indices2(indices.begin(), indices.end());
+ vector<int> values(indices.size());
+ glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]);
+ for(unsigned j=0; j<indices.size(); ++j)
+ uniforms_by_index[indices[j]]->location = values[j];
+
+ indices2.clear();
+ for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
+ if(uniforms_by_index[*j]->size>1)
+ indices2.push_back(*j);
+ if(!indices2.empty())
+ {
+ glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
+ for(unsigned j=0; j<indices2.size(); ++j)
+ uniforms_by_index[indices2[j]]->array_stride = values[j];
+ }
+
+ indices2.clear();
+ for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
+ {
+ GLenum t = uniforms_by_index[*j]->type;
+ if(t==GL_FLOAT_MAT4 || t==GL_FLOAT_MAT3 || t==GL_FLOAT_MAT2 ||
+ t==GL_FLOAT_MAT2x3 || t==GL_FLOAT_MAT2x4 || t==GL_FLOAT_MAT3x2 ||
+ t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3)
+ indices2.push_back(*j);
+ }
+ if(!indices2.empty())
+ {
+ glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
+ for(unsigned j=0; j<indices2.size(); ++j)
+ uniforms_by_index[indices2[j]]->matrix_stride = values[j];
+ }
+
+ sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);
+ info.layout_hash = compute_layout_hash(info.uniforms);
+ unsigned n_bindings = BufferRange::get_n_uniform_buffer_bindings();
+ info.bind_point = info.layout_hash%n_bindings;
+ while(used_bind_points.count(info.bind_point))
+ info.bind_point = (info.bind_point+1)%n_bindings;
+ glUniformBlockBinding(id, i, info.bind_point);
+ used_bind_points.insert(info.bind_point);
+ }
+}
+
+void Program::query_attributes()
+{
+ unsigned count = get_program_i(id, GL_ACTIVE_ATTRIBUTES);
+ for(unsigned i=0; i<count; ++i)
+ {
+ char name[128];
+ int len = 0;
+ int size;
+ GLenum type;
+ glGetActiveAttrib(id, i, sizeof(name), &len, &size, &type, name);
+ if(len && strncmp(name, "gl_", 3))
+ {
+ if(len>3 && !strcmp(name+len-3, "[0]"))
+ name[len-3] = 0;
+
+ AttributeInfo &info = attributes[name];
+ info.name = name;
+ info.location = glGetAttribLocation(id, name);
+ info.size = size;
+ info.type = type;
+ }
+ }