void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values);
If pname is GL_NUM_COMPATIBLE_SUBROUTINES, a single integer indicating the number of subroutines that can be assigned to the uniform is returned in values.
If pname is GL_COMPATIBLE_SUBROUTINES, an array of integers is returned in values, with each integer specifying the index of an active subroutine that can be assigned to the selected subroutine uniform. The number of integers returned is the same as the value returned for GL_NUM_COMPATIBLE_SUBROUTINES.
If pname is GL_UNIFORM_SIZE, a single integer is returned in values. If the selected subroutine uniform is an array, the declared size of the array is returned; otherwise, one is returned.
If pname is GL_UNIFORM_NAME_LENGTH, a single integer specifying the length of the subroutine uniform name (including the terminating null character) is returned in values.
GL_INVALID_VALUE is generated if index is greater than or equal to the value of GL_ACTIVE_SUBROUTINES.
GL_INVALID_VALUE is generated if program is not the name of an existing program object.
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