[Feat] (MG_Impl/GLImpl, MG_State): implement glGetActiveUniformsiv (UBO reflection query)

Completes the uniform-block reflection chain: glGetUniformIndices, glGetActiveUniformName
and glGetActiveUniformBlockiv were already implemented; glGetActiveUniformsiv was the last
stub. Supports all 8 GL 3.3 Core pnames:

* GL_UNIFORM_TYPE / SIZE / NAME_LENGTH / BLOCK_INDEX / OFFSET / ARRAY_STRIDE come straight from
  glslang's TObjectReflection (the same reflection the existing uniform queries use).
* GL_UNIFORM_IS_ROW_MAJOR from the member's TType layout qualifier, guarded by isMatrix() so a
  scalar in a layout(row_major) block does not wrongly report 1.
* GL_UNIFORM_MATRIX_STRIDE is derived: glslang exposes no matrix stride, so it is computed from the
  std140 rule (each column/row vector rounded up to a vec4), which matches the std140 layout
  MobileGL's SPIR-V path emits. Evaluates to 16 for every GL 3.3 float matrix.

The -1-vs-0 distinction is handled explicitly: OFFSET / ARRAY_STRIDE / MATRIX_STRIDE / BLOCK_INDEX
return -1 for a default-block uniform (glslang gives arrayStride 0 there, so it is gated on block
membership), while ARRAY_STRIDE / MATRIX_STRIDE return 0 for a non-array / non-matrix member that IS
in a block. Errors: GL_INVALID_VALUE for uniformCount<0, any index >= active uniform count, or a
never-generated program name; GL_INVALID_OPERATION for a live shader name; GL_INVALID_ENUM for an
unaccepted pname (e.g. the GL 4.2 GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX). All validation runs before
any write, so params is untouched on error. There is no "not linked" error -- an unlinked program has
zero active uniforms, so any index raises GL_INVALID_VALUE.

Also fix GetActiveUniformArraySize, which returned glslang's TObjectReflection.size verbatim: that
field only carries the element count for a non-block array and reports 1 for a block array member,
so GL_UNIFORM_SIZE (and glGetActiveUniform's size out-param, and glGetProgramResourceiv's
GL_ARRAY_SIZE) wrongly reported 1 for an array inside a UBO. Take the count from the TType instead,
which is authoritative for both cases.

Covered by 3 ProgramTest cases (std140 block with scalar/array/mat4 + a default-block sampler, a
row_major variant, and the six error cases) that link real shaders and assert every pname value.
This commit is contained in:
2026-07-10 19:54:33 -04:00
parent d5e19cb7ba
commit 561d8992bc
5 changed files with 353 additions and 3 deletions
@@ -265,7 +265,7 @@ DECLARE_GL_FUNCTION_HEAD(void, ClearBufferfv, GLenum buffer, GLint drawbuffer, c
DECLARE_GL_FUNCTION_HEAD(void, ClearBufferfi, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ClearBufferfi, buffer, drawbuffer, depth, stencil)
DECLARE_GL_FUNCTION_HEAD(void, CopyBufferSubData, GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CopyBufferSubData, readTarget, writeTarget, readOffset, writeOffset, size)
DECLARE_GL_FUNCTION_HEAD(void, GetUniformIndices, GLuint program, GLsizei uniformCount, const GLchar* const* uniformNames, GLuint* uniformIndices) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetUniformIndices, program, uniformCount, uniformNames, uniformIndices)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetActiveUniformsiv, GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetActiveUniformsiv, program, uniformCount, uniformIndices, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, GetActiveUniformsiv, GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetActiveUniformsiv, program, uniformCount, uniformIndices, pname, params)
DECLARE_GL_FUNCTION_HEAD(GLuint, GetUniformBlockIndex, GLuint program, const GLchar* uniformBlockName) DECLARE_GL_FUNCTION_END(GLuint, GetUniformBlockIndex, program, uniformBlockName)
DECLARE_GL_FUNCTION_HEAD(void, GetActiveUniformBlockiv, GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetActiveUniformBlockiv, program, uniformBlockIndex, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, GetActiveUniformBlockName, GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetActiveUniformBlockName, program, uniformBlockIndex, bufSize, length, uniformBlockName)
@@ -424,6 +424,101 @@ namespace MobileGL::MG_Impl::GLImpl {
}
}
void GetActiveUniformsiv_State(GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname,
GLint* params) {
if (uniformCount < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"uniformCount " + std::to_string(uniformCount) + " is less than 0."));
return;
}
// Program-name resolution with the correct two-error split: a live shader name is
// GL_INVALID_OPERATION, a never-generated name is GL_INVALID_VALUE. glGetActiveUniformsiv has
// no "not linked" error, so unlike TryToGetLinkedProgramForInterfaceQuery there is no
// link-status check here; an unlinked program simply has zero active uniforms (handled below).
if (!MG_State::pGLContext->ValidateProgramName(program)) {
const ErrorCode error = MG_State::pGLContext->ValidateShaderName(program) ? ErrorCode::InvalidOperation
: ErrorCode::InvalidValue;
MG_State::pGLContext->RecordError(
error, MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
std::to_string(program) + " is not a program object."));
return;
}
auto& programObject = MG_State::pGLContext->GetProgramObject(program);
if (!programObject) return;
switch (pname) {
case GL_UNIFORM_TYPE:
case GL_UNIFORM_SIZE:
case GL_UNIFORM_NAME_LENGTH:
case GL_UNIFORM_BLOCK_INDEX:
case GL_UNIFORM_OFFSET:
case GL_UNIFORM_ARRAY_STRIDE:
case GL_UNIFORM_MATRIX_STRIDE:
case GL_UNIFORM_IS_ROW_MAJOR:
break;
default:
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"pname " + std::to_string(pname) + " is not an accepted value."));
return;
}
if (uniformCount == 0) return;
if (uniformIndices == nullptr || params == nullptr) return;
// Every index must be < the number of active uniforms, checked before any write so params is
// left untouched on error. GetUniformCount() is 0 for an unlinked program, which is also the
// spec-mandated GL_INVALID_VALUE path for querying an unlinked program (no separate error).
const Uint activeUniforms = programObject->GetUniformCount();
for (GLsizei i = 0; i < uniformCount; ++i) {
if (uniformIndices[i] >= activeUniforms) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"uniformIndices[" + std::to_string(i) +
"] = " + std::to_string(uniformIndices[i]) +
" is greater than or equal to the number of active uniforms."));
return;
}
}
for (GLsizei i = 0; i < uniformCount; ++i) {
const Uint idx = uniformIndices[i];
switch (pname) {
case GL_UNIFORM_TYPE:
params[i] = static_cast<GLint>(programObject->GetActiveUniformType(idx));
break;
case GL_UNIFORM_SIZE:
params[i] = programObject->GetActiveUniformArraySize(idx);
break;
case GL_UNIFORM_NAME_LENGTH:
params[i] = static_cast<GLint>(programObject->GetActiveUniformName(idx).length() + 1);
break;
case GL_UNIFORM_BLOCK_INDEX:
params[i] = programObject->GetActiveUniformBlockIndex(idx);
break;
case GL_UNIFORM_OFFSET:
params[i] = programObject->GetActiveUniformOffset(idx);
break;
case GL_UNIFORM_ARRAY_STRIDE:
params[i] = programObject->GetActiveUniformArrayStride(idx);
break;
case GL_UNIFORM_MATRIX_STRIDE:
params[i] = programObject->GetActiveUniformMatrixStride(idx);
break;
case GL_UNIFORM_IS_ROW_MAJOR:
params[i] = programObject->GetActiveUniformIsRowMajor(idx);
break;
default:
break;
}
}
}
void GetAttachedShaders_State(GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders) {
if (maxCount < 0) {
MG_State::pGLContext->RecordError(
@@ -1503,6 +1598,11 @@ namespace MobileGL::MG_Impl::GLImpl {
GetUniformIndices_State(program, uniformCount, uniformNames, uniformIndices);
}
void GetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname,
GLint* params) {
GetActiveUniformsiv_State(program, uniformCount, uniformIndices, pname, params);
}
void GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders) {
GetAttachedShaders_State(program, maxCount, count, shaders);
}
@@ -26,6 +26,8 @@ namespace MobileGL::MG_Impl::GLImpl {
GLchar* uniformName);
void GetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* const* uniformNames,
GLuint* uniformIndices);
void GetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname,
GLint* params);
void GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders);
GLint GetAttribLocation(GLuint program, const GLchar* name);
void GetProgramiv(GLuint program, GLenum pname, GLint* params);
@@ -75,9 +75,17 @@ namespace MobileGL::MG_State::GLState {
return uniform.glDefineType;
}
// Number of active array elements (GL_UNIFORM_SIZE / GL_ARRAY_SIZE); 1 for a non-array.
// glslang's TObjectReflection.size only carries the element count for a NON-block array; for
// a block array member it reports 1, so take the count from the TType, which is authoritative
// for both. GL 3.3 core uniforms are always sized.
GLint GetActiveUniformArraySize(Uint index) const {
auto& uniform = m_program->getUniform(static_cast<Int>(index));
return uniform.size;
const auto& uniform = m_program->getUniform(static_cast<Int>(index));
const glslang::TType* type = uniform.getType();
if (type != nullptr && type->isSizedArray()) {
return type->getOuterArraySize();
}
return uniform.size < 1 ? 1 : uniform.size;
}
Int GetActiveUniformBlockIndex(Uint index) const {
@@ -85,6 +93,63 @@ namespace MobileGL::MG_State::GLState {
return uniform.index;
}
// GL_UNIFORM_OFFSET: byte offset within the owning named block. glslang already reports -1
// for a default-block uniform, which is exactly the spec value there.
GLint GetActiveUniformOffset(Uint index) const {
return m_program->getUniform(static_cast<Int>(index)).offset;
}
// GL_UNIFORM_ARRAY_STRIDE: byte stride of an array member in a named block; 0 for a non-array
// block member; -1 for a default-block uniform. glslang yields arrayStride==0 for the
// default-block case, so gate on block membership to return the spec-mandated -1.
GLint GetActiveUniformArrayStride(Uint index) const {
const auto& uniform = m_program->getUniform(static_cast<Int>(index));
return (uniform.index < 0) ? -1 : uniform.arrayStride;
}
// GL_UNIFORM_IS_ROW_MAJOR: 1 only for a row-major matrix in a named block, else 0. The
// isMatrix() guard is required -- glslang stamps a block-level layout(row_major) onto
// non-matrix members too, so a float/vec in a row_major block would otherwise report 1.
// For the glslang build here a block-level layout(row_major) is also resolved onto each
// matrix member's own qualifier (verified by GetActiveUniformsivRowMajorBlock), so the member
// check suffices; the getUniformBlock() fallback is defensive for a config that instead leaves
// an inheriting member's layoutMatrix == ElmNone.
GLint GetActiveUniformIsRowMajor(Uint index) const {
const auto& uniform = m_program->getUniform(static_cast<Int>(index));
if (uniform.index < 0) return 0;
const glslang::TType* type = uniform.getType();
if (type == nullptr || !type->isMatrix()) return 0;
glslang::TLayoutMatrix layoutMatrix = type->getQualifier().layoutMatrix;
if (layoutMatrix == glslang::ElmNone) {
layoutMatrix = m_program->getUniformBlock(uniform.index).getType()->getQualifier().layoutMatrix;
}
return (layoutMatrix == glslang::ElmRowMajor) ? 1 : 0;
}
// GL_UNIFORM_MATRIX_STRIDE: byte stride between columns (col-major) / rows (row-major) of a
// matrix in a named block; 0 for a non-matrix block member; -1 for a default-block uniform.
// glslang exposes no matrix stride, so it is derived from the std140 rule -- each column/row
// vector's base alignment rounded up to a vec4 (16 B). MobileGL's SPIR-V path lays every UBO
// out as std140 (packed/shared are coerced), so this matches the offsets glslang reports. For
// every GL 3.3 float matrix this evaluates to 16, independent of majorness.
GLint GetActiveUniformMatrixStride(Uint index) const {
const auto& uniform = m_program->getUniform(static_cast<Int>(index));
if (uniform.index < 0) return -1;
const glslang::TType* type = uniform.getType();
if (type == nullptr || !type->isMatrix()) return 0;
glslang::TLayoutMatrix layoutMatrix = type->getQualifier().layoutMatrix;
if (layoutMatrix == glslang::ElmNone) {
layoutMatrix = m_program->getUniformBlock(uniform.index).getType()->getQualifier().layoutMatrix;
}
const bool rowMajor = (layoutMatrix == glslang::ElmRowMajor);
const int strideVectorComponents = rowMajor ? type->getMatrixCols() : type->getMatrixRows();
constexpr int scalarSize = 4; // GL 3.3 core uniform matrices are float
const int vectorAlignment = (strideVectorComponents <= 1) ? scalarSize
: (strideVectorComponents == 2) ? 2 * scalarSize
: 4 * scalarSize;
return (vectorAlignment + 15) & ~15; // std140 round-up to a vec4
}
const glslang::TType* GetUniformTType(Uint location) const {
auto& uniform = m_program->getUniform(m_uniformIndexInTProgram[location]);
return uniform.getType();
+183
View File
@@ -1602,3 +1602,186 @@ TEST_F(ProgramTest, CompileShaderWithSamplerAsVarName) {
spvcSession.Compile(&result);
printf("decomp from fragSpirv:\n%s\n\n", result);
}
namespace {
// Links a VS+FS pair whose fragment shader carries a std140 uniform block (scalar + array + mat4)
// plus a default-block sampler, and returns the linked program. matrixLayout lets a test flip the
// block to row_major.
GLuint LinkUboReflectionProgram(const char* matrixLayout) {
char infoLog[1024] = "";
const char* vsSrc = R"(#version 330 core
void main() { gl_Position = vec4(0.0); }
)";
std::string fsSrc = std::string("#version 330 core\n") +
"layout(std140" + matrixLayout + ") uniform Block {\n" +
" float uScalar;\n" +
" vec4 uArray[3];\n" +
" mat4 uMatrix;\n" +
"};\n" +
"uniform sampler2D uTex;\n" +
"out vec4 fragColor;\n" +
"void main() {\n" +
" fragColor = texture(uTex, uArray[0].xy) * uScalar * uMatrix[0];\n" +
"}\n";
const char* fsPtr = fsSrc.c_str();
GLuint vs = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vs, 1, &vsSrc, nullptr);
CompileShader(vs);
GLint vsStatus = GL_FALSE;
GetShaderiv(vs, GL_COMPILE_STATUS, &vsStatus);
GetShaderInfoLog(vs, sizeof(infoLog), nullptr, infoLog);
EXPECT_EQ(vsStatus, GL_TRUE) << infoLog;
GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &fsPtr, nullptr);
CompileShader(fs);
GLint fsStatus = GL_FALSE;
GetShaderiv(fs, GL_COMPILE_STATUS, &fsStatus);
GetShaderInfoLog(fs, sizeof(infoLog), nullptr, infoLog);
EXPECT_EQ(fsStatus, GL_TRUE) << infoLog;
GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
LinkProgram(program);
GLint linkStatus = GL_FALSE;
GetProgramiv(program, GL_LINK_STATUS, &linkStatus);
GetProgramInfoLog(program, sizeof(infoLog), nullptr, infoLog);
EXPECT_EQ(linkStatus, GL_TRUE) << infoLog;
return program;
}
GLuint UniformIndexByName(GLuint program, const char* name) {
GLuint index = GL_INVALID_INDEX;
GetUniformIndices(program, 1, &name, &index);
return index;
}
GLint QueryUniformiv(GLuint program, GLuint uniformIndex, GLenum pname) {
GLint value = -12345; // sentinel that is not a legal answer for any queried pname
GetActiveUniformsiv(program, 1, &uniformIndex, pname, &value);
return value;
}
} // namespace
TEST_F(ProgramTest, GetActiveUniformsivStd140Block) {
GLuint program = LinkUboReflectionProgram(/*matrixLayout=*/"");
GLint activeUniforms = 0;
GetProgramiv(program, GL_ACTIVE_UNIFORMS, &activeUniforms);
EXPECT_EQ(activeUniforms, 4);
const GLuint s = UniformIndexByName(program, "uScalar");
const GLuint a = UniformIndexByName(program, "uArray");
const GLuint m = UniformIndexByName(program, "uMatrix");
const GLuint t = UniformIndexByName(program, "uTex");
ASSERT_NE(s, GL_INVALID_INDEX);
ASSERT_NE(a, GL_INVALID_INDEX);
ASSERT_NE(m, GL_INVALID_INDEX);
ASSERT_NE(t, GL_INVALID_INDEX);
// Types and sizes.
EXPECT_EQ(QueryUniformiv(program, s, GL_UNIFORM_TYPE), GL_FLOAT);
EXPECT_EQ(QueryUniformiv(program, a, GL_UNIFORM_TYPE), GL_FLOAT_VEC4);
EXPECT_EQ(QueryUniformiv(program, m, GL_UNIFORM_TYPE), GL_FLOAT_MAT4);
EXPECT_EQ(QueryUniformiv(program, t, GL_UNIFORM_TYPE), GL_SAMPLER_2D);
EXPECT_EQ(QueryUniformiv(program, s, GL_UNIFORM_SIZE), 1);
EXPECT_EQ(QueryUniformiv(program, a, GL_UNIFORM_SIZE), 3);
EXPECT_EQ(QueryUniformiv(program, m, GL_UNIFORM_SIZE), 1);
// Block membership: -1 for the default-block sampler.
EXPECT_GE(QueryUniformiv(program, s, GL_UNIFORM_BLOCK_INDEX), 0);
EXPECT_EQ(QueryUniformiv(program, t, GL_UNIFORM_BLOCK_INDEX), -1);
// std140 offsets.
EXPECT_EQ(QueryUniformiv(program, s, GL_UNIFORM_OFFSET), 0);
EXPECT_EQ(QueryUniformiv(program, a, GL_UNIFORM_OFFSET), 16);
EXPECT_EQ(QueryUniformiv(program, m, GL_UNIFORM_OFFSET), 64);
EXPECT_EQ(QueryUniformiv(program, t, GL_UNIFORM_OFFSET), -1);
// ARRAY_STRIDE: 16 for the array, 0 for non-array block members, -1 for the default block.
EXPECT_EQ(QueryUniformiv(program, a, GL_UNIFORM_ARRAY_STRIDE), 16);
EXPECT_EQ(QueryUniformiv(program, s, GL_UNIFORM_ARRAY_STRIDE), 0);
EXPECT_EQ(QueryUniformiv(program, m, GL_UNIFORM_ARRAY_STRIDE), 0);
EXPECT_EQ(QueryUniformiv(program, t, GL_UNIFORM_ARRAY_STRIDE), -1);
// MATRIX_STRIDE: 16 for the matrix, 0 for non-matrix block members, -1 for the default block.
EXPECT_EQ(QueryUniformiv(program, m, GL_UNIFORM_MATRIX_STRIDE), 16);
EXPECT_EQ(QueryUniformiv(program, s, GL_UNIFORM_MATRIX_STRIDE), 0);
EXPECT_EQ(QueryUniformiv(program, a, GL_UNIFORM_MATRIX_STRIDE), 0);
EXPECT_EQ(QueryUniformiv(program, t, GL_UNIFORM_MATRIX_STRIDE), -1);
// Column-major block: nothing is row-major.
EXPECT_EQ(QueryUniformiv(program, m, GL_UNIFORM_IS_ROW_MAJOR), 0);
EXPECT_EQ(QueryUniformiv(program, s, GL_UNIFORM_IS_ROW_MAJOR), 0);
// NAME_LENGTH includes the terminator and matches glGetActiveUniform's reported name.
char nameBuf[64] = "";
GLsizei nameLen = 0;
GLint size = 0;
GLenum type = 0;
GetActiveUniform(program, m, sizeof(nameBuf), &nameLen, &size, &type, nameBuf);
EXPECT_EQ(QueryUniformiv(program, m, GL_UNIFORM_NAME_LENGTH),
static_cast<GLint>(std::strlen(nameBuf) + 1));
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// A block-level layout(row_major) with no per-member qualifier: only the matrix is row-major, and
// only via the block-inheritance fallback (member layoutMatrix == ElmNone). A naive per-member check
// returns 0 here.
TEST_F(ProgramTest, GetActiveUniformsivRowMajorBlock) {
GLuint program = LinkUboReflectionProgram(/*matrixLayout=*/", row_major");
const GLuint s = UniformIndexByName(program, "uScalar");
const GLuint a = UniformIndexByName(program, "uArray");
const GLuint m = UniformIndexByName(program, "uMatrix");
ASSERT_NE(m, GL_INVALID_INDEX);
EXPECT_EQ(QueryUniformiv(program, m, GL_UNIFORM_IS_ROW_MAJOR), 1);
EXPECT_EQ(QueryUniformiv(program, s, GL_UNIFORM_IS_ROW_MAJOR), 0); // non-matrix, isMatrix() guard
EXPECT_EQ(QueryUniformiv(program, a, GL_UNIFORM_IS_ROW_MAJOR), 0);
EXPECT_EQ(QueryUniformiv(program, m, GL_UNIFORM_MATRIX_STRIDE), 16); // unchanged by majorness
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
TEST_F(ProgramTest, GetActiveUniformsivErrors) {
GLuint program = LinkUboReflectionProgram(/*matrixLayout=*/"");
GLint activeUniforms = 0;
GetProgramiv(program, GL_ACTIVE_UNIFORMS, &activeUniforms);
ASSERT_GT(activeUniforms, 0);
GLuint validIndex = 0;
GLint params[4] = {-999, -999, -999, -999};
// E1: negative count -> GL_INVALID_VALUE, params untouched.
GetActiveUniformsiv(program, -1, &validIndex, GL_UNIFORM_TYPE, params);
EXPECT_EQ(GetError(), GL_INVALID_VALUE);
EXPECT_EQ(params[0], -999);
// E2: index == ACTIVE_UNIFORMS -> GL_INVALID_VALUE, params untouched.
GLuint outOfRange = static_cast<GLuint>(activeUniforms);
GetActiveUniformsiv(program, 1, &outOfRange, GL_UNIFORM_TYPE, params);
EXPECT_EQ(GetError(), GL_INVALID_VALUE);
EXPECT_EQ(params[0], -999);
// E3: GL 4.2 token -> GL_INVALID_ENUM here.
GetActiveUniformsiv(program, 1, &validIndex, GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX, params);
EXPECT_EQ(GetError(), GL_INVALID_ENUM);
EXPECT_EQ(params[0], -999);
// E4a: a live shader name -> GL_INVALID_OPERATION.
GLuint shader = CreateShader(GL_VERTEX_SHADER);
GetActiveUniformsiv(shader, 1, &validIndex, GL_UNIFORM_TYPE, params);
EXPECT_EQ(GetError(), GL_INVALID_OPERATION);
// E4b: a never-generated name -> GL_INVALID_VALUE.
GetActiveUniformsiv(9999u, 1, &validIndex, GL_UNIFORM_TYPE, params);
EXPECT_EQ(GetError(), GL_INVALID_VALUE);
// E6: zero count on a linked program is a valid no-op.
GetActiveUniformsiv(program, 0, &validIndex, GL_UNIFORM_TYPE, params);
EXPECT_EQ(GetError(), GL_NO_ERROR);
EXPECT_EQ(params[0], -999);
}