+ int value;
+ glGetProgramiv(id, GL_LINK_STATUS, &value);
+ if(!(linked = value))
+ throw compile_error(get_info_log());
+
+ glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &value);
+ unsigned count = value;
+ vector<UniformInfo *> uniforms_by_index(count);
+ for(unsigned i=0; i<count; ++i)
+ {
+ char name[128];
+ int len = 0;
+ int size;
+ GLenum type;
+ glGetActiveUniform(id, i, 128, &len, &size, &type, name);
+ if(len && strncmp(name, "gl_", 3))
+ {
+ UniformInfo &info = uniforms[name];
+ info.block = 0;
+ info.name = name;
+ info.size = size;
+ info.array_stride = 0;
+ info.matrix_stride = 0;
+ info.type = type;
+ uniforms_by_index[i] = &info;
+ }
+ }
+
+ if(ARB_uniform_buffer_object)
+ {
+ glGetProgramiv(id, GL_ACTIVE_UNIFORM_BLOCKS, &value);
+ count = value;
+ for(unsigned i=0; i<count; ++i)
+ {
+ char name[128];
+ int len;
+ glGetActiveUniformBlockName(id, i, 128, &len, name);
+ UniformBlockInfo &info = uniform_blocks[name];
+ info.name = name;
+
+ glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
+ info.data_size = value;
+
+ glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
+ vector<int> indices(value);
+ glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
+ for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
+ {
+ if(!uniforms_by_index[*j])
+ throw logic_error("Program::link");
+ info.uniforms.push_back(uniforms_by_index[*j]);
+ uniforms_by_index[*j]->block = &info;
+ }
+
+ 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[indices[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[indices[j]]->matrix_stride = values[j];
+ }
+
+ sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);
+ info.layout_hash = compute_layout_hash(info.uniforms);
+ info.bind_point = info.layout_hash%BufferRange::get_n_uniform_buffer_bindings();
+ glUniformBlockBinding(id, i, info.bind_point);
+ }
+ }
+
+ vector<const UniformInfo *> blockless_uniforms;
+ for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
+ if(!i->second.block)
+ {
+ i->second.location = glGetUniformLocation(id, i->second.name.c_str());
+ blockless_uniforms.push_back(&i->second);
+ }
+
+ uniform_layout_hash = compute_layout_hash(blockless_uniforms);