QOpenGLShaderProgram Class | Qt OpenGL
Description: The QOpenGLShaderProgram class allows OpenGL shader programs to be linked and used.

- Qt 6.10
- Qt OpenGL
- C++ Classes
- QOpenGLShaderProgram
- Qt 6.10.3 Reference Documentation

# QOpenGLShaderProgram Class

The QOpenGLShaderProgram class allows OpenGL shader programs to be linked and used. More...

Header: | `#include <QOpenGLShaderProgram>`
CMake: | `find_package(Qt6 REQUIRED COMPONENTS OpenGL)` `target_link_libraries(mytarget PRIVATE Qt6::OpenGL)`
qmake: | `QT += opengl`
Inherits: | QObject

- List of all members, including inherited members
- QOpenGLShaderProgram is part of Rendering in 3D.

## Public Functions

| QOpenGLShaderProgram(QObject *parent = nullptr)
virtual | ~QOpenGLShaderProgram()
bool | addCacheableShaderFromSourceCode(QOpenGLShader::ShaderType type, const char *source)
bool | addCacheableShaderFromSourceCode(QOpenGLShader::ShaderType type, const QByteArray &source)
bool | addCacheableShaderFromSourceCode(QOpenGLShader::ShaderType type, const QString &source)
bool | addCacheableShaderFromSourceFile(QOpenGLShader::ShaderType type, const QString &fileName)
bool | addShader(QOpenGLShader *shader)
bool | addShaderFromSourceCode(QOpenGLShader::ShaderType type, const char *source)
bool | addShaderFromSourceCode(QOpenGLShader::ShaderType type, const QByteArray &source)
bool | addShaderFromSourceCode(QOpenGLShader::ShaderType type, const QString &source)
bool | addShaderFromSourceFile(QOpenGLShader::ShaderType type, const QString &fileName)
int | attributeLocation(const char *name) const
int | attributeLocation(const QByteArray &name) const
int | attributeLocation(const QString &name) const
bool | bind()
void | bindAttributeLocation(const char *name, int location)
void | bindAttributeLocation(const QByteArray &name, int location)
void | bindAttributeLocation(const QString &name, int location)
bool | create()
QList<float> | defaultInnerTessellationLevels() const
QList<float> | defaultOuterTessellationLevels() const
void | disableAttributeArray(int location)
void | disableAttributeArray(const char *name)
void | enableAttributeArray(int location)
void | enableAttributeArray(const char *name)
bool | isLinked() const
virtual bool | link()
QString | log() const
int | maxGeometryOutputVertices() const
int | patchVertexCount() const
GLuint | programId() const
void | release()
void | removeAllShaders()
void | removeShader(QOpenGLShader *shader)
void | setAttributeArray(int location, const QVector2D *values, int stride = 0)
void | setAttributeArray(int location, const QVector3D *values, int stride = 0)
void | setAttributeArray(int location, const QVector4D *values, int stride = 0)
void | setAttributeArray(int location, const GLfloat *values, int tupleSize, int stride = 0)
void | setAttributeArray(int location, GLenum type, const void *values, int tupleSize, int stride = 0)
void | setAttributeArray(const char *name, const QVector2D *values, int stride = 0)
void | setAttributeArray(const char *name, const QVector3D *values, int stride = 0)
void | setAttributeArray(const char *name, const QVector4D *values, int stride = 0)
void | setAttributeArray(const char *name, const GLfloat *values, int tupleSize, int stride = 0)
void | setAttributeArray(const char *name, GLenum type, const void *values, int tupleSize, int stride = 0)
void | setAttributeBuffer(int location, GLenum type, int offset, int tupleSize, int stride = 0)
void | setAttributeBuffer(const char *name, GLenum type, int offset, int tupleSize, int stride = 0)
void | setAttributeValue(int location, GLfloat value)
void | setAttributeValue(int location, const QColor &value)
void | setAttributeValue(int location, const QVector2D &value)
void | setAttributeValue(int location, const QVector3D &value)
void | setAttributeValue(int location, const QVector4D &value)
void | setAttributeValue(int location, GLfloat x, GLfloat y)
void | setAttributeValue(int location, GLfloat x, GLfloat y, GLfloat z)
void | setAttributeValue(int location, const GLfloat *values, int columns, int rows)
void | setAttributeValue(int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void | setAttributeValue(const char *name, GLfloat value)
void | setAttributeValue(const char *name, const QColor &value)
void | setAttributeValue(const char *name, const QVector2D &value)
void | setAttributeValue(const char *name, const QVector3D &value)
void | setAttributeValue(const char *name, const QVector4D &value)
void | setAttributeValue(const char *name, GLfloat x, GLfloat y)
void | setAttributeValue(const char *name, GLfloat x, GLfloat y, GLfloat z)
void | setAttributeValue(const char *name, const GLfloat *values, int columns, int rows)
void | setAttributeValue(const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void | setDefaultInnerTessellationLevels(const QList<float> &levels)
void | setDefaultOuterTessellationLevels(const QList<float> &levels)
void | setPatchVertexCount(int count)
void | setUniformValue(int location, GLfloat value)
void | setUniformValue(int location, GLint value)
void | setUniformValue(const char *name, const QMatrix3x4 &value)
void | setUniformValue(const char *name, const QMatrix4x2 &value)
void | setUniformValue(const char *name, const QMatrix4x3 &value)
void | setUniformValue(const char *name, const QMatrix4x4 &value)
void | setUniformValue(const char *name, const QPoint &point)
void | setUniformValue(const char *name, const QPointF &point)
void | setUniformValue(const char *name, const QSize &size)
void | setUniformValue(const char *name, const QSizeF &size)
void | setUniformValue(const char *name, const QTransform &value)
void | setUniformValue(const char *name, const QVector2D &value)
void | setUniformValue(const char *name, const QVector3D &value)
void | setUniformValue(const char *name, const QVector4D &value)
void | setUniformValue(int location, const GLfloat[2][2] value)
void | setUniformValue(int location, const GLfloat[3][3] value)
void | setUniformValue(int location, const GLfloat[4][4] value)
void | setUniformValue(const char *name, GLfloat x, GLfloat y)
void | setUniformValue(const char *name, GLfloat x, GLfloat y, GLfloat z)
void | setUniformValue(const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void | setUniformValue(int location, GLuint value)
void | setUniformValue(int location, const QColor &color)
void | setUniformValue(int location, const QMatrix2x2 &value)
void | setUniformValue(int location, const QMatrix2x3 &value)
void | setUniformValue(int location, const QMatrix2x4 &value)
void | setUniformValue(int location, const QMatrix3x2 &value)
void | setUniformValue(int location, const QMatrix3x3 &value)
void | setUniformValue(int location, const QMatrix3x4 &value)
void | setUniformValue(int location, const QMatrix4x2 &value)
void | setUniformValue(int location, const QMatrix4x3 &value)
void | setUniformValue(int location, const QMatrix4x4 &value)
void | setUniformValue(int location, const QPoint &point)
void | setUniformValue(int location, const QPointF &point)
void | setUniformValue(int location, const QSize &size)
void | setUniformValue(int location, const QSizeF &size)
void | setUniformValue(int location, const QTransform &value)
void | setUniformValue(int location, const QVector2D &value)
void | setUniformValue(int location, const QVector3D &value)
void | setUniformValue(int location, const QVector4D &value)
void | setUniformValue(int location, GLfloat x, GLfloat y)
void | setUniformValue(int location, GLfloat x, GLfloat y, GLfloat z)
void | setUniformValue(int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void | setUniformValue(const char *name, GLfloat value)
void | setUniformValue(const char *name, GLint value)
void | setUniformValue(const char *name, GLuint value)
void | setUniformValue(const char *name, const GLfloat[2][2] value)
void | setUniformValue(const char *name, const GLfloat[3][3] value)
void | setUniformValue(const char *name, const GLfloat[4][4] value)
void | setUniformValue(const char *name, const QColor &color)
void | setUniformValue(const char *name, const QMatrix2x2 &value)
void | setUniformValue(const char *name, const QMatrix2x3 &value)
void | setUniformValue(const char *name, const QMatrix2x4 &value)
void | setUniformValue(const char *name, const QMatrix3x2 &value)
void | setUniformValue(const char *name, const QMatrix3x3 &value)
void | setUniformValueArray(int location, const GLint *values, int count)
void | setUniformValueArray(int location, const GLuint *values, int count)
void | setUniformValueArray(int location, const QMatrix2x2 *values, int count)
void | setUniformValueArray(int location, const QMatrix2x3 *values, int count)
void | setUniformValueArray(int location, const QMatrix2x4 *values, int count)
void | setUniformValueArray(int location, const QMatrix3x2 *values, int count)
void | setUniformValueArray(int location, const QMatrix3x3 *values, int count)
void | setUniformValueArray(int location, const QMatrix3x4 *values, int count)
void | setUniformValueArray(int location, const QMatrix4x2 *values, int count)
void | setUniformValueArray(int location, const QMatrix4x3 *values, int count)
void | setUniformValueArray(int location, const QMatrix4x4 *values, int count)
void | setUniformValueArray(int location, const QVector2D *values, int count)
void | setUniformValueArray(int location, const QVector3D *values, int count)
void | setUniformValueArray(int location, const QVector4D *values, int count)
void | setUniformValueArray(int location, const GLfloat *values, int count, int tupleSize)
void | setUniformValueArray(const char *name, const GLint *values, int count)
void | setUniformValueArray(const char *name, const GLuint *values, int count)
void | setUniformValueArray(const char *name, const QMatrix2x2 *values, int count)
void | setUniformValueArray(const char *name, const QMatrix2x3 *values, int count)
void | setUniformValueArray(const char *name, const QMatrix2x4 *values, int count)
void | setUniformValueArray(const char *name, const QMatrix3x2 *values, int count)
void | setUniformValueArray(const char *name, const QMatrix3x3 *values, int count)
void | setUniformValueArray(const char *name, const QMatrix3x4 *values, int count)
void | setUniformValueArray(const char *name, const QMatrix4x2 *values, int count)
void | setUniformValueArray(const char *name, const QMatrix4x3 *values, int count)
void | setUniformValueArray(const char *name, const QMatrix4x4 *values, int count)
void | setUniformValueArray(const char *name, const QVector2D *values, int count)
void | setUniformValueArray(const char *name, const QVector3D *values, int count)
void | setUniformValueArray(const char *name, const QVector4D *values, int count)
void | setUniformValueArray(const char *name, const GLfloat *values, int count, int tupleSize)
QList<QOpenGLShader *> | shaders() const
int | uniformLocation(const char *name) const
int | uniformLocation(const QByteArray &name) const
int | uniformLocation(const QString &name) const

## Static Public Members

bool | hasOpenGLShaderPrograms(QOpenGLContext *context = nullptr)

## Detailed Description

### Introduction

This class supports shader programs written in the OpenGL Shading Language (GLSL) and in the OpenGL/ES Shading Language (GLSL/ES).

QOpenGLShader and QOpenGLShaderProgram shelter the programmer from the details of compiling and linking vertex and fragment shaders.

The following example creates a vertex shader program using the supplied source `code`. Once compiled and linked, the shader program is activated in the current QOpenGLContext by calling QOpenGLShaderProgram::bind():

     QOpenGLShader shader(QOpenGLShader::Vertex);
     shader.compileSourceCode(code);

     QOpenGLShaderProgram program(context);
     program.addShader(&shader);
     program.link();

     program.bind();

### Writing Portable Shaders

Shader programs can be difficult to reuse across OpenGL implementations because of varying levels of support for standard vertex attributes and uniform variables. In particular, GLSL/ES lacks all of the standard variables that are present on desktop OpenGL systems: `gl_Vertex`, `gl_Normal`, `gl_Color`, and so on. Desktop OpenGL lacks the variable qualifiers `highp`, `mediump`, and `lowp`.

The QOpenGLShaderProgram class makes the process of writing portable shaders easier by prefixing all shader programs with the following lines on desktop OpenGL:

     #define highp
     #define mediump
     #define lowp

This makes it possible to run most GLSL/ES shader programs on desktop systems. The programmer should restrict themselves to just features that are present in GLSL/ES, and avoid standard variable names that only work on the desktop.

### Simple Shader Example

     program.addShaderFromSourceCode(QOpenGLShader::Vertex,
         "attribute highp vec4 vertex;\n"
         "uniform highp mat4 matrix;\n"
         "void main(void)\n"
         "{\n"
         "   gl_Position = matrix * vertex;\n"
         "}");
     program.addShaderFromSourceCode(QOpenGLShader::Fragment,
         "uniform mediump vec4 color;\n"
         "void main(void)\n"
         "{\n"
         "   gl_FragColor = color;\n"
         "}");
     program.link();
     program.bind();

     int vertexLocation = program.attributeLocation("vertex");
     int matrixLocation = program.uniformLocation("matrix");
     int colorLocation = program.uniformLocation("color");

With the above shader program active, we can draw a green triangle as follows:

     static GLfloat const triangleVertices[] = {
         60.0f,  10.0f,  0.0f,
         110.0f, 110.0f, 0.0f,
         10.0f,  110.0f, 0.0f
     };

     QColor color(0, 255, 0, 255);

     QMatrix4x4 pmvMatrix;
     pmvMatrix.ortho(rect());

     program.enableAttributeArray(vertexLocation);
     program.setAttributeArray(vertexLocation, triangleVertices, 3);
     program.setUniformValue(matrixLocation, pmvMatrix);
     program.setUniformValue(colorLocation, color);

     glDrawArrays(GL_TRIANGLES, 0, 3);

     program.disableAttributeArray(vertexLocation);

### Binary Shaders and Programs

Binary shaders may be specified using `glShaderBinary()` on the return value from QOpenGLShader::shaderId(). The QOpenGLShader instance containing the binary can then be added to the shader program with addShader() and linked in the usual fashion with link().

Binary programs may be specified using `glProgramBinaryOES()` on the return value from programId(). Then the application should call link(), which will notice that the program has already been specified and linked, allowing other operations to be performed on the shader program. The shader program's id can be explicitly created using the create() function.

#### Caching Program Binaries

As of Qt 5.9, support for caching program binaries on disk is built in. To enable this, switch to using addCacheableShaderFromSourceCode() and addCacheableShaderFromSourceFile(). With an OpenGL ES 3.x context or support for `GL_ARB_get_program_binary`, this will transparently cache program binaries under QStandardPaths::GenericCacheLocation or QStandardPaths::CacheLocation. When support is not available, calling the cacheable function variants is equivalent to the normal ones.

Note: Some drivers do not have any binary formats available, even though they advertise the extension or offer OpenGL ES 3.0. In this case program binary support will be disabled.

### Security Considerations

All data consumed by QOpenGLShaderProgram is expected to be trusted content. Shader source code is passed, possibly after minimal modifications, on to the underlying OpenGL implementation's compiler, which is a black box from Qt's perspective.

Warning: Application developers are advised to carefully consider the potential implications before passing in user-provided content to functions such as addShaderFromSourceFile().

See also QOpenGLShader.

## Member Function Documentation

### `[explicit]` QOpenGLShaderProgram::QOpenGLShaderProgram(QObject *parent = nullptr)

Constructs a new shader program and attaches it to parent. The program will be invalid until addShader() is called.

The shader program will be associated with the current QOpenGLContext.

See also addShader().

### `[virtual noexcept]` QOpenGLShaderProgram::~QOpenGLShaderProgram()

Deletes this shader program.

### bool QOpenGLShaderProgram::addCacheableShaderFromSourceCode(QOpenGLShader::ShaderType type, const char *source)

Registers the shader of the specified type and source to this program. Unlike addShaderFromSourceCode(), this function does not perform compilation. Compilation is deferred to link(), and may not happen at all, because link() may potentially use a program binary from Qt's shader disk cache. This will typically lead to a significant increase in performance.

Returns true if the shader has been registered or, in the non-cached case, compiled successfully; false if there was an error. The compilation error messages can be retrieved via log().

When the disk cache is disabled, via Qt::AA_DisableShaderDiskCache for example, or the OpenGL context has no support for context binaries, calling this function is equivalent to addShaderFromSourceCode().

See also addShaderFromSourceCode() and addCacheableShaderFromSourceFile().

### bool QOpenGLShaderProgram::addCacheableShaderFromSourceCode(QOpenGLShader::ShaderType type, const QByteArray &source)

Registers the shader of the specified type and source to this program. Unlike addShaderFromSourceCode(), this function does not perform compilation. Compilation is deferred to link(), and may not happen at all, because link() may potentially use a program binary from Qt's shader disk cache. This will typically lead to a significant increase in performance.

Returns true if the shader has been registered or, in the non-cached case, compiled successfully; false if there was an error. The compilation error messages can be retrieved via log().

When the disk cache is disabled, via Qt::AA_DisableShaderDiskCache for example, or the OpenGL context has no support for context binaries, calling this function is equivalent to addShaderFromSourceCode().

This is an overloaded function.

See also addShaderFromSourceCode() and addCacheableShaderFromSourceFile().

### bool QOpenGLShaderProgram::addCacheableShaderFromSourceCode(QOpenGLShader::ShaderType type, const QString &source)

Registers the shader of the specified type and source to this program. Unlike addShaderFromSourceCode(), this function does not perform compilation. Compilation is deferred to link(), and may not happen at all, because link() may potentially use a program binary from Qt's shader disk cache. This will typically lead to a significant increase in performance.

When the disk cache is disabled, via Qt::AA_DisableShaderDiskCache for example, or the OpenGL context has no support for context binaries, calling this function is equivalent to addShaderFromSourceCode().

This is an overloaded function.

See also addShaderFromSourceCode() and addCacheableShaderFromSourceFile().

### bool QOpenGLShaderProgram::addCacheableShaderFromSourceFile(QOpenGLShader::ShaderType type, const QString &fileName)

Registers the shader of the specified type and fileName to this program. Unlike addShaderFromSourceFile(), this function does not perform compilation. Compilation is deferred to link(), and may not happen at all, because link() may potentially use a program binary from Qt's shader disk cache. This will typically lead to a significant increase in performance.

Returns true if the file has been read successfully, false if the file could not be opened or the normal, non-cached compilation of the shader has failed. The compilation error messages can be retrieved via log().

When the disk cache is disabled, via Qt::AA_DisableShaderDiskCache for example, or the OpenGL context has no support for context binaries, calling this function is equivalent to addShaderFromSourceFile().

See also addShaderFromSourceFile() and addCacheableShaderFromSourceCode().

### bool QOpenGLShaderProgram::addShader(QOpenGLShader *shader)

Adds a compiled shader to this shader program. Returns `true` if the shader could be added, or false otherwise.

Ownership of the shader object remains with the caller. It will not be deleted when this QOpenGLShaderProgram instance is deleted. This allows the caller to add the same shader to multiple shader programs.

See also addShaderFromSourceCode(), addShaderFromSourceFile(), removeShader(), link(), and removeAllShaders().

### bool QOpenGLShaderProgram::addShaderFromSourceCode(QOpenGLShader::ShaderType type, const char *source)

Compiles source as a shader of the specified type and adds it to this shader program. Returns `true` if compilation was successful, false otherwise. The compilation errors and warnings will be made available via log().

This function is intended to be a short-cut for quickly adding vertex and fragment shaders to a shader program without creating an instance of QOpenGLShader first.

See also addShader(), addShaderFromSourceFile(), removeShader(), link(), log(), and removeAllShaders().

### bool QOpenGLShaderProgram::addShaderFromSourceCode(QOpenGLShader::ShaderType type, const QByteArray &source)

Compiles source as a shader of the specified type and adds it to this shader program. Returns `true` if compilation was successful, false otherwise. The compilation errors and warnings will be made available via log().

This function is intended to be a short-cut for quickly adding vertex and fragment shaders to a shader program without creating an instance of QOpenGLShader first.

This is an overloaded function.

See also addShader(), addShaderFromSourceFile(), removeShader(), link(), log(), and removeAllShaders().

### bool QOpenGLShaderProgram::addShaderFromSourceCode(QOpenGLShader::ShaderType type, const QString &source)

Compiles source as a shader of the specified type and adds it to this shader program. Returns `true` if compilation was successful, false otherwise. The compilation errors and warnings will be made available via log().

This function is intended to be a short-cut for quickly adding vertex and fragment shaders to a shader program without creating an instance of QOpenGLShader first.

This is an overloaded function.

See also addShader(), addShaderFromSourceFile(), removeShader(), link(), log(), and removeAllShaders().

### bool QOpenGLShaderProgram::addShaderFromSourceFile(QOpenGLShader::ShaderType type, const QString &fileName)

Compiles the contents of fileName as a shader of the specified type and adds it to this shader program. Returns `true` if compilation was successful, false otherwise. The compilation errors and warnings will be made available via log().

This function is intended to be a short-cut for quickly adding vertex and fragment shaders to a shader program without creating an instance of QOpenGLShader first.

See also addShader() and addShaderFromSourceCode().

### int QOpenGLShaderProgram::attributeLocation(const char *name) const

Returns the location of the attribute name within this shader program's parameter list. Returns -1 if name is not a valid attribute for this shader program.

See also uniformLocation() and bindAttributeLocation().

### int QOpenGLShaderProgram::attributeLocation(const QByteArray &name) const

Returns the location of the attribute name within this shader program's parameter list. Returns -1 if name is not a valid attribute for this shader program.

This is an overloaded function.

See also uniformLocation() and bindAttributeLocation().

### int QOpenGLShaderProgram::attributeLocation(const QString &name) const

Returns the location of the attribute name within this shader program's parameter list. Returns -1 if name is not a valid attribute for this shader program.

This is an overloaded function.

See also uniformLocation() and bindAttributeLocation().

### bool QOpenGLShaderProgram::bind()

Binds this shader program to the active QOpenGLContext and makes it the current shader program. Any previously bound shader program is released. This is equivalent to calling `glUseProgram()` on programId(). Returns `true` if the program was successfully bound; false otherwise. If the shader program has not yet been linked, or it needs to be re-linked, this function will call link().

See also link() and release().

### void QOpenGLShaderProgram::bindAttributeLocation(const char *name, int location)

Binds the attribute name to the specified location. This function can be called before or after the program has been linked. Any attributes that have not been explicitly bound when the program is linked will be assigned locations automatically.

When this function is called after the program has been linked, the program will need to be relinked for the change to take effect.

See also attributeLocation().

### void QOpenGLShaderProgram::bindAttributeLocation(const QByteArray &name, int location)

Binds the attribute name to the specified location. This function can be called before or after the program has been linked. Any attributes that have not been explicitly bound when the program is linked will be assigned locations automatically.

When this function is called after the program has been linked, the program will need to be relinked for the change to take effect.

This is an overloaded function.

See also attributeLocation().

### void QOpenGLShaderProgram::bindAttributeLocation(const QString &name, int location)

Binds the attribute name to the specified location. This function can be called before or after the program has been linked. Any attributes that have not been explicitly bound when the program is linked will be assigned locations automatically.

When this function is called after the program has been linked, the program will need to be relinked for the change to take effect.

This is an overloaded function.

See also attributeLocation().

### bool QOpenGLShaderProgram::create()

Requests the shader program's id to be created immediately. Returns `true` if successful; `false` otherwise.

This function is primarily useful when combining QOpenGLShaderProgram with other OpenGL functions that operate directly on the shader program id, like `GL_OES_get_program_binary`.

When the shader program is used normally, the shader program's id will be created on demand.

See also programId().

### QList<float> QOpenGLShaderProgram::defaultInnerTessellationLevels() const

Returns the default inner tessellation levels to be used by the tessellation primitive generator in the event that the tessellation control shader does not output them. For more details on OpenGL and Tessellation shaders see OpenGL Tessellation Shaders.

Returns a QList of floats describing the inner tessellation levels. The vector will always have two elements but not all of them make sense for every mode of tessellation.

Note: This returns the global OpenGL state value. It is not specific to this QOpenGLShaderProgram instance.

Note: This function is only supported with OpenGL >= 4.0 and will not return valid results with OpenGL ES 3.2.

See also setDefaultInnerTessellationLevels() and defaultOuterTessellationLevels().

### QList<float> QOpenGLShaderProgram::defaultOuterTessellationLevels() const

Returns the default outer tessellation levels to be used by the tessellation primitive generator in the event that the tessellation control shader does not output them. For more details on OpenGL and Tessellation shaders see OpenGL Tessellation Shaders.

Returns a QList of floats describing the outer tessellation levels. The vector will always have four elements but not all of them make sense for every mode of tessellation.

Note: This returns the global OpenGL state value. It is not specific to this QOpenGLShaderProgram instance.

Note: This function is only supported with OpenGL >= 4.0 and will not return valid results with OpenGL ES 3.2.

See also setDefaultOuterTessellationLevels() and defaultInnerTessellationLevels().

### void QOpenGLShaderProgram::disableAttributeArray(int location)

Disables the vertex array at location in this shader program that was enabled by a previous call to enableAttributeArray().

See also enableAttributeArray(), setAttributeArray(), setAttributeValue(), and setUniformValue().

### void QOpenGLShaderProgram::disableAttributeArray(const char *name)

Disables the vertex array called name in this shader program that was enabled by a previous call to enableAttributeArray().

This is an overloaded function.

See also enableAttributeArray(), setAttributeArray(), setAttributeValue(), and setUniformValue().

### void QOpenGLShaderProgram::enableAttributeArray(int location)

Enables the vertex array at location in this shader program so that the value set by setAttributeArray() on location will be used by the shader program.

See also disableAttributeArray(), setAttributeArray(), setAttributeValue(), and setUniformValue().

### void QOpenGLShaderProgram::enableAttributeArray(const char *name)

Enables the vertex array called name in this shader program so that the value set by setAttributeArray() on name will be used by the shader program.

This is an overloaded function.

See also disableAttributeArray(), setAttributeArray(), setAttributeValue(), and setUniformValue().

### `[static]` bool QOpenGLShaderProgram::hasOpenGLShaderPrograms(QOpenGLContext *context = nullptr)

Returns `true` if shader programs written in the OpenGL Shading Language (GLSL) are supported on this system; false otherwise.

The context is used to resolve the GLSL extensions. If context is `nullptr`, then QOpenGLContext::currentContext() is used.

### bool QOpenGLShaderProgram::isLinked() const

Returns `true` if this shader program has been linked; false otherwise.

See also link().

### `[virtual]` bool QOpenGLShaderProgram::link()

Links together the shaders that were added to this program with addShader(). Returns `true` if the link was successful or false otherwise. If the link failed, the error messages can be retrieved with log().

Subclasses can override this function to initialize attributes and uniform variables for use in specific shader programs.

If the shader program was already linked, calling this function again will force it to be re-linked.

When shaders were added to this program via addCacheableShaderFromSourceCode() or addCacheableShaderFromSourceFile(), program binaries are supported, and a cached binary is available on disk, actual compilation and linking are skipped. Instead, link() will initialize the program with the binary blob via glProgramBinary(). If there is no cached version of the program or it was generated with a different driver version, the shaders will be compiled from source and the program will get linked normally. This allows seamless upgrading of the graphics drivers, without having to worry about potentially incompatible binary formats.

See also addShader() and log().

### QString QOpenGLShaderProgram::log() const

Returns the errors and warnings that occurred during the last link() or addShader() with explicitly specified source code.

See also link().

### int QOpenGLShaderProgram::maxGeometryOutputVertices() const

Returns the hardware limit for how many vertices a geometry shader can output.

### int QOpenGLShaderProgram::patchVertexCount() const

Returns the number of vertices per-patch to be used when rendering.

Note: This returns the global OpenGL state value. It is not specific to this QOpenGLShaderProgram instance.

See also setPatchVertexCount().

### GLuint QOpenGLShaderProgram::programId() const

Returns the OpenGL identifier associated with this shader program.

See also QOpenGLShader::shaderId().

### void QOpenGLShaderProgram::release()

Releases the active shader program from the current QOpenGLContext. This is equivalent to calling `glUseProgram(0)`.

See also bind().

### void QOpenGLShaderProgram::removeAllShaders()

Removes all of the shaders that were added to this program previously. The QOpenGLShader objects for the shaders will not be deleted if they were constructed externally. QOpenGLShader objects that are constructed internally by QOpenGLShaderProgram will be deleted.

See also addShader() and removeShader().

### void QOpenGLShaderProgram::removeShader(QOpenGLShader *shader)

Removes shader from this shader program. The object is not deleted.

The shader program must be valid in the current QOpenGLContext.

See also addShader(), link(), and removeAllShaders().

### void QOpenGLShaderProgram::setAttributeArray(int location, const QVector2D *values, int stride = 0)

Sets an array of 2D vertex values on the attribute at location in this shader program. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in values.

The array will become active when enableAttributeArray() is called on the location. Otherwise the value specified with setAttributeValue() for location will be used.

See also setAttributeValue(), setUniformValue(), enableAttributeArray(), and disableAttributeArray().

### void QOpenGLShaderProgram::setAttributeArray(int location, const QVector3D *values, int stride = 0)

Sets an array of 3D vertex values on the attribute at location in this shader program. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in values.

The array will become active when enableAttributeArray() is called on the location. Otherwise the value specified with setAttributeValue() for location will be used.

See also setAttributeValue(), setUniformValue(), enableAttributeArray(), and disableAttributeArray().

### void QOpenGLShaderProgram::setAttributeArray(int location, const QVector4D *values, int stride = 0)

Sets an array of 4D vertex values on the attribute at location in this shader program. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in values.

The array will become active when enableAttributeArray() is called on the location. Otherwise the value specified with setAttributeValue() for location will be used.

See also setAttributeValue(), setUniformValue(), enableAttributeArray(), and disableAttributeArray().

### void QOpenGLShaderProgram::setAttributeArray(int location, const GLfloat *values, int tupleSize, int stride = 0)

Sets an array of vertex values on the attribute at location in this shader program. The tupleSize indicates the number of components per vertex (1, 2, 3, or 4), and the stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in values.

The array will become active when enableAttributeArray() is called on the location. Otherwise the value specified with setAttributeValue() for location will be used.

See also setAttributeValue(), setUniformValue(), enableAttributeArray(), and disableAttributeArray().

### void QOpenGLShaderProgram::setAttributeArray(int location, GLenum type, const void *values, int tupleSize, int stride = 0)

Sets an array of vertex values on the attribute at location in this shader program. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in values.

The type indicates the type of elements in the values array, usually `GL_FLOAT`, `GL_UNSIGNED_BYTE`, etc. The tupleSize indicates the number of components per vertex: 1, 2, 3, or 4.

The array will become active when enableAttributeArray() is called on the location. Otherwise the value specified with setAttributeValue() for location will be used.

The setAttributeBuffer() function can be used to set the attribute array to an offset within a vertex buffer.

Note: Normalization will be enabled. If this is not desired, call glVertexAttribPointer directly through QOpenGLFunctions.

See also setAttributeValue(), setUniformValue(), enableAttributeArray(), disableAttributeArray(), and setAttributeBuffer().

### void QOpenGLShaderProgram::setAttributeArray(const char *name, const QVector2D *values, int stride = 0)

Sets an array of 2D vertex values on the attribute called name in this shader program. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in values.

The array will become active when enableAttributeArray() is called on name. Otherwise the value specified with setAttributeValue() for name will be used.

This is an overloaded function.

See also setAttributeValue(), setUniformValue(), enableAttributeArray(), and disableAttributeArray().

### void QOpenGLShaderProgram::setAttributeArray(const char *name, const QVector3D *values, int stride = 0)

Sets an array of 3D vertex values on the attribute called name in this shader program. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in values.

The array will become active when enableAttributeArray() is called on name. Otherwise the value specified with setAttributeValue() for name will be used.

This is an overloaded function.

See also setAttributeValue(), setUniformValue(), enableAttributeArray(), and disableAttributeArray().

### void QOpenGLShaderProgram::setAttributeArray(const char *name, const QVector4D *values, int stride = 0)

Sets an array of 4D vertex values on the attribute called name in this shader program. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in values.

The array will become active when enableAttributeArray() is called on name. Otherwise the value specified with setAttributeValue() for name will be used.

This is an overloaded function.

See also setAttributeValue(), setUniformValue(), enableAttributeArray(), and disableAttributeArray().

### void QOpenGLShaderProgram::setAttributeArray(const char *name, const GLfloat *values, int tupleSize, int stride = 0)

Sets an array of vertex values on the attribute called name in this shader program. The tupleSize indicates the number of components per vertex (1, 2, 3, or 4), and the stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in values.

The array will become active when enableAttributeArray() is called on name. Otherwise the value specified with setAttributeValue() for name will be used.

This is an overloaded function.

See also setAttributeValue(), setUniformValue(), enableAttributeArray(), and disableAttributeArray().

### void QOpenGLShaderProgram::setAttributeArray(const char *name, GLenum type, const void *values, int tupleSize, int stride = 0)

Sets an array of vertex values on the attribute called name in this shader program. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in values.

The type indicates the type of elements in the values array, usually `GL_FLOAT`, `GL_UNSIGNED_BYTE`, etc. The tupleSize indicates the number of components per vertex: 1, 2, 3, or 4.

The array will become active when enableAttributeArray() is called on the name. Otherwise the value specified with setAttributeValue() for name will be used.

The setAttributeBuffer() function can be used to set the attribute array to an offset within a vertex buffer.

This is an overloaded function.

See also setAttributeValue(), setUniformValue(), enableAttributeArray(), disableAttributeArray(), and setAttributeBuffer().

### void QOpenGLShaderProgram::setAttributeBuffer(int location, GLenum type, int offset, int tupleSize, int stride = 0)

Sets an array of vertex values on the attribute at location in this shader program, starting at a specific offset in the currently bound vertex buffer. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in the value array.

The type indicates the type of elements in the vertex value array, usually `GL_FLOAT`, `GL_UNSIGNED_BYTE`, etc. The tupleSize indicates the number of components per vertex: 1, 2, 3, or 4.

The array will become active when enableAttributeArray() is called on the location. Otherwise the value specified with setAttributeValue() for location will be used.

Note: Normalization will be enabled. If this is not desired, call glVertexAttribPointer directly through QOpenGLFunctions.

See also setAttributeArray().

### void QOpenGLShaderProgram::setAttributeBuffer(const char *name, GLenum type, int offset, int tupleSize, int stride = 0)

Sets an array of vertex values on the attribute called name in this shader program, starting at a specific offset in the currently bound vertex buffer. The stride indicates the number of bytes between vertices. A default stride value of zero indicates that the vertices are densely packed in the value array.

The type indicates the type of elements in the vertex value array, usually `GL_FLOAT`, `GL_UNSIGNED_BYTE`, etc. The tupleSize indicates the number of components per vertex: 1, 2, 3, or 4.

The array will become active when enableAttributeArray() is called on the name. Otherwise the value specified with setAttributeValue() for name will be used.

This is an overloaded function.

See also setAttributeArray().

### void QOpenGLShaderProgram::setAttributeValue(int location, GLfloat value)

Sets the attribute at location in the current context to value.

See also setUniformValue().

### void QOpenGLShaderProgram::setAttributeValue(int location, const QColor &value)

Sets the attribute at location in the current context to value.

See also setUniformValue().

### void QOpenGLShaderProgram::setAttributeValue(int location, const QVector2D &value)

Sets the attribute at location in the current context to value.

See also setUniformValue().

### void QOpenGLShaderProgram::setAttributeValue(int location, const QVector3D &value)

Sets the attribute at location in the current context to value.

See also setUniformValue().

### void QOpenGLShaderProgram::setAttributeValue(int location, const QVector4D &value)

Sets the attribute at location in the current context to value.

See also setUniformValue().

### void QOpenGLShaderProgram::setAttributeValue(int location, GLfloat x, GLfloat y)

Sets the attribute at location in the current context to the 2D vector (x, y).

See also setUniformValue().

### void QOpenGLShaderProgram::setAttributeValue(int location, GLfloat x, GLfloat y, GLfloat z)

Sets the attribute at location in the current context to the 3D vector (x, y, z).

See also setUniformValue().

### void QOpenGLShaderProgram::setAttributeValue(int location, const GLfloat *values, int columns, int rows)

Sets the attribute at location in the current context to the contents of values, which contains columns elements, each consisting of rows elements. The rows value should be 1, 2, 3, or 4. This function is typically used to set matrix values and column vectors.

See also setUniformValue().

### void QOpenGLShaderProgram::setAttributeValue(int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)

Sets the attribute at location in the current context to the 4D vector (x, y, z, w).

See also setUniformValue().

### void QOpenGLShaderProgram::setAttributeValue(const char *name, GLfloat value)

Sets the attribute called name in the current context to value.

This is an overloaded function.

See also setUniformValue().

### void QOpenGLShaderProgram::setAttributeValue(const char *name, const QColor &value)

Sets the attribute called name in the current context to value.

This is an overloaded function.

See also setUniformValue().

### void QOpenGLShaderProgram::setAttributeValue(const char *name, const QVector2D &value)

Sets the attribute called name in the current context to value.

This is an overloaded function.

See also setUniformValue().

### void QOpenGLShaderProgram::setAttributeValue(const char *name, const QVector3D &value)

Sets the attribute called name in the current context to value.

This is an overloaded function.

See also setUniformValue().

### void QOpenGLShaderProgram::setAttributeValue(const char *name, const QVector4D &value)

Sets the attribute called name in the current context to value.

This is an overloaded function.

See also setUniformValue().

### void QOpenGLShaderProgram::setAttributeValue(const char *name, GLfloat x, GLfloat y)

Sets the attribute called name in the current context to the 2D vector (x, y).

This is an overloaded function.

See also setUniformValue().

### void QOpenGLShaderProgram::setAttributeValue(const char *name, GLfloat x, GLfloat y, GLfloat z)

Sets the attribute called name in the current context to the 3D vector (x, y, z).

This is an overloaded function.

See also setUniformValue().

### void QOpenGLShaderProgram::setAttributeValue(const char *name, const GLfloat *values, int columns, int rows)

Sets the attribute called name in the current context to the contents of values, which contains columns elements, each consisting of rows elements. The rows value should be 1, 2, 3, or 4. This function is typically used to set matrix values and column vectors.

This is an overloaded function.

See also setUniformValue().

### void QOpenGLShaderProgram::setAttributeValue(const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w)

Sets the attribute called name in the current context to the 4D vector (x, y, z, w).

This is an overloaded function.

See also setUniformValue().

### void QOpenGLShaderProgram::setDefaultInnerTessellationLevels(const QList<float> &levels)

Sets the default outer tessellation levels to be used by the tessellation primitive generator in the event that the tessellation control shader does not output them to levels. For more details on OpenGL and Tessellation shaders see OpenGL Tessellation Shaders.

The levels argument should be a QList consisting of 2 floats. Not all of the values make sense for all tessellation modes. If you specify a vector with fewer than 2 elements, the remaining elements will be given a default value of 1.

Note: This modifies global OpenGL state and is not specific to this QOpenGLShaderProgram instance. You should call this in your render function when needed, as QOpenGLShaderProgram will not apply this for you. This is purely a convenience function.

Note: This function is only available with OpenGL >= 4.0 and is not supported with OpenGL ES 3.2.

See also defaultInnerTessellationLevels() and setDefaultOuterTessellationLevels().

### void QOpenGLShaderProgram::setDefaultOuterTessellationLevels(const QList<float> &levels)

Sets the default outer tessellation levels to be used by the tessellation primitive generator in the event that the tessellation control shader does not output them to levels. For more details on OpenGL and Tessellation shaders see OpenGL Tessellation Shaders.

The levels argument should be a QList consisting of 4 floats. Not all of the values make sense for all tessellation modes. If you specify a vector with fewer than 4 elements, the remaining elements will be given a default value of 1.

Note: This modifies global OpenGL state and is not specific to this QOpenGLShaderProgram instance. You should call this in your render function when needed, as QOpenGLShaderProgram will not apply this for you. This is purely a convenience function.

Note: This function is only available with OpenGL >= 4.0 and is not supported with OpenGL ES 3.2.

See also defaultOuterTessellationLevels() and setDefaultInnerTessellationLevels().

### void QOpenGLShaderProgram::setPatchVertexCount(int count)

Use this function to specify to OpenGL the number of vertices in a patch to count. A patch is a custom OpenGL primitive whose interpretation is entirely defined by the tessellation shader stages. Therefore, calling this function only makes sense when using a QOpenGLShaderProgram containing tessellation stage shaders. When using OpenGL tessellation, the only primitive that can be rendered with `glDraw*()` functions is `GL_PATCHES`.

This is equivalent to calling glPatchParameteri(GL_PATCH_VERTICES, count).

Note: This modifies global OpenGL state and is not specific to this QOpenGLShaderProgram instance. You should call this in your render function when needed, as QOpenGLShaderProgram will not apply this for you. This is purely a convenience function.

See also patchVertexCount().

### void QOpenGLShaderProgram::setUniformValue(int location, GLfloat value)

Sets the uniform variable at location in the current context to value.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(int location, GLint value)

Sets the uniform variable at location in the current context to value.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, const QMatrix3x4 &value)

Sets the uniform variable called name in the current context to a 3x4 matrix value.

Note: This function is not aware of non square matrix support, that is, GLSL types like mat3x4, that is present in modern OpenGL versions. Instead, it treats the uniform as an array of vec4.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, const QMatrix4x2 &value)

Sets the uniform variable called name in the current context to a 4x2 matrix value.

Note: This function is not aware of non square matrix support, that is, GLSL types like mat4x2, that is present in modern OpenGL versions. Instead, it treats the uniform as an array of vec2.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, const QMatrix4x3 &value)

Sets the uniform variable called name in the current context to a 4x3 matrix value.

Note: This function is not aware of non square matrix support, that is, GLSL types like mat4x3, that is present in modern OpenGL versions. Instead, it treats the uniform as an array of vec3.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, const QMatrix4x4 &value)

Sets the uniform variable called name in the current context to a 4x4 matrix value.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, const QPoint &point)

Sets the uniform variable associated with name in the current context to the x and y coordinates of point.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, const QPointF &point)

Sets the uniform variable associated with name in the current context to the x and y coordinates of point.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, const QSize &size)

Sets the uniform variable associated with name in the current context to the width and height of the given size.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, const QSizeF &size)

Sets the uniform variable associated with name in the current context to the width and height of the given size.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, const QTransform &value)

Sets the uniform variable called name in the current context to a 3x3 transformation matrix value that is specified as a QTransform value.

To set a QTransform value as a 4x4 matrix in a shader, use `setUniformValue(name, QMatrix4x4(value))`.

This is an overloaded function.

### void QOpenGLShaderProgram::setUniformValue(const char *name, const QVector2D &value)

Sets the uniform variable called name in the current context to value.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, const QVector3D &value)

Sets the uniform variable called name in the current context to value.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, const QVector4D &value)

Sets the uniform variable called name in the current context to value.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(int location, const GLfloat[2][2] value)

Sets the uniform variable at location in the current context to a 2x2 matrix value. The matrix elements must be specified in column-major order.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(int location, const GLfloat[3][3] value)

Sets the uniform variable at location in the current context to a 3x3 matrix value. The matrix elements must be specified in column-major order.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(int location, const GLfloat[4][4] value)

Sets the uniform variable at location in the current context to a 4x4 matrix value. The matrix elements must be specified in column-major order.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, GLfloat x, GLfloat y)

Sets the uniform variable called name in the current context to the 2D vector (x, y).

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, GLfloat x, GLfloat y, GLfloat z)

Sets the uniform variable called name in the current context to the 3D vector (x, y, z).

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w)

Sets the uniform variable called name in the current context to the 4D vector (x, y, z, w).

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(int location, GLuint value)

Sets the uniform variable at location in the current context to value. This function should be used when setting sampler values.

Note: This function is not aware of unsigned int support in modern OpenGL versions and therefore treats value as a GLint and calls glUniform1i.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(int location, const QColor &color)

Sets the uniform variable at location in the current context to the red, green, blue, and alpha components of color.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(int location, const QMatrix2x2 &value)

Sets the uniform variable at location in the current context to a 2x2 matrix value.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(int location, const QMatrix2x3 &value)

Sets the uniform variable at location in the current context to a 2x3 matrix value.

Note: This function is not aware of non square matrix support, that is, GLSL types like mat2x3, that is present in modern OpenGL versions. Instead, it treats the uniform as an array of vec3.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(int location, const QMatrix2x4 &value)

Sets the uniform variable at location in the current context to a 2x4 matrix value.

Note: This function is not aware of non square matrix support, that is, GLSL types like mat2x4, that is present in modern OpenGL versions. Instead, it treats the uniform as an array of vec4.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(int location, const QMatrix3x2 &value)

Sets the uniform variable at location in the current context to a 3x2 matrix value.

Note: This function is not aware of non square matrix support, that is, GLSL types like mat3x2, that is present in modern OpenGL versions. Instead, it treats the uniform as an array of vec2.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(int location, const QMatrix3x3 &value)

Sets the uniform variable at location in the current context to a 3x3 matrix value.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(int location, const QMatrix3x4 &value)

Sets the uniform variable at location in the current context to a 3x4 matrix value.

Note: This function is not aware of non square matrix support, that is, GLSL types like mat3x4, that is present in modern OpenGL versions. Instead, it treats the uniform as an array of vec4.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(int location, const QMatrix4x2 &value)

Sets the uniform variable at location in the current context to a 4x2 matrix value.

Note: This function is not aware of non square matrix support, that is, GLSL types like mat4x2, that is present in modern OpenGL versions. Instead, it treats the uniform as an array of vec2.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(int location, const QMatrix4x3 &value)

Sets the uniform variable at location in the current context to a 4x3 matrix value.

Note: This function is not aware of non square matrix support, that is, GLSL types like mat4x3, that is present in modern OpenGL versions. Instead, it treats the uniform as an array of vec3.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(int location, const QMatrix4x4 &value)

Sets the uniform variable at location in the current context to a 4x4 matrix value.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(int location, const QPoint &point)

Sets the uniform variable at location in the current context to the x and y coordinates of point.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(int location, const QPointF &point)

Sets the uniform variable at location in the current context to the x and y coordinates of point.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(int location, const QSize &size)

Sets the uniform variable at location in the current context to the width and height of the given size.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(int location, const QSizeF &size)

Sets the uniform variable at location in the current context to the width and height of the given size.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(int location, const QTransform &value)

Sets the uniform variable at location in the current context to a 3x3 transformation matrix value that is specified as a QTransform value.

To set a QTransform value as a 4x4 matrix in a shader, use `setUniformValue(location, QMatrix4x4(value))`.

### void QOpenGLShaderProgram::setUniformValue(int location, const QVector2D &value)

Sets the uniform variable at location in the current context to value.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(int location, const QVector3D &value)

Sets the uniform variable at location in the current context to value.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(int location, const QVector4D &value)

Sets the uniform variable at location in the current context to value.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(int location, GLfloat x, GLfloat y)

Sets the uniform variable at location in the current context to the 2D vector (x, y).

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(int location, GLfloat x, GLfloat y, GLfloat z)

Sets the uniform variable at location in the current context to the 3D vector (x, y, z).

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)

Sets the uniform variable at location in the current context to the 4D vector (x, y, z, w).

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, GLfloat value)

Sets the uniform variable called name in the current context to value.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, GLint value)

Sets the uniform variable called name in the current context to value.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, GLuint value)

Sets the uniform variable called name in the current context to value. This function should be used when setting sampler values.

Note: This function is not aware of unsigned int support in modern OpenGL versions and therefore treats value as a GLint and calls glUniform1i.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, const GLfloat[2][2] value)

Sets the uniform variable called name in the current context to a 2x2 matrix value. The matrix elements must be specified in column-major order.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, const GLfloat[3][3] value)

Sets the uniform variable called name in the current context to a 3x3 matrix value. The matrix elements must be specified in column-major order.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, const GLfloat[4][4] value)

Sets the uniform variable called name in the current context to a 4x4 matrix value. The matrix elements must be specified in column-major order.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, const QColor &color)

Sets the uniform variable called name in the current context to the red, green, blue, and alpha components of color.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, const QMatrix2x2 &value)

Sets the uniform variable called name in the current context to a 2x2 matrix value.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, const QMatrix2x3 &value)

Sets the uniform variable called name in the current context to a 2x3 matrix value.

Note: This function is not aware of non square matrix support, that is, GLSL types like mat2x3, that is present in modern OpenGL versions. Instead, it treats the uniform as an array of vec3.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, const QMatrix2x4 &value)

Sets the uniform variable called name in the current context to a 2x4 matrix value.

Note: This function is not aware of non square matrix support, that is, GLSL types like mat2x4, that is present in modern OpenGL versions. Instead, it treats the uniform as an array of vec4.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, const QMatrix3x2 &value)

Sets the uniform variable called name in the current context to a 3x2 matrix value.

Note: This function is not aware of non square matrix support, that is, GLSL types like mat3x2, that is present in modern OpenGL versions. Instead, it treats the uniform as an array of vec2.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValue(const char *name, const QMatrix3x3 &value)

Sets the uniform variable called name in the current context to a 3x3 matrix value.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(int location, const GLint *values, int count)

Sets the uniform variable array at location in the current context to the count elements of values.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(int location, const GLuint *values, int count)

Sets the uniform variable array at location in the current context to the count elements of values. This overload should be used when setting an array of sampler values.

Note: This function is not aware of unsigned int support in modern OpenGL versions and therefore treats values as a GLint and calls glUniform1iv.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(int location, const QMatrix2x2 *values, int count)

Sets the uniform variable array at location in the current context to the count 2x2 matrix elements of values.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(int location, const QMatrix2x3 *values, int count)

Sets the uniform variable array at location in the current context to the count 2x3 matrix elements of values.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(int location, const QMatrix2x4 *values, int count)

Sets the uniform variable array at location in the current context to the count 2x4 matrix elements of values.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(int location, const QMatrix3x2 *values, int count)

Sets the uniform variable array at location in the current context to the count 3x2 matrix elements of values.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(int location, const QMatrix3x3 *values, int count)

Sets the uniform variable array at location in the current context to the count 3x3 matrix elements of values.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(int location, const QMatrix3x4 *values, int count)

Sets the uniform variable array at location in the current context to the count 3x4 matrix elements of values.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(int location, const QMatrix4x2 *values, int count)

Sets the uniform variable array at location in the current context to the count 4x2 matrix elements of values.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(int location, const QMatrix4x3 *values, int count)

Sets the uniform variable array at location in the current context to the count 4x3 matrix elements of values.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(int location, const QMatrix4x4 *values, int count)

Sets the uniform variable array at location in the current context to the count 4x4 matrix elements of values.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(int location, const QVector2D *values, int count)

Sets the uniform variable array at location in the current context to the count 2D vector elements of values.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(int location, const QVector3D *values, int count)

Sets the uniform variable array at location in the current context to the count 3D vector elements of values.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(int location, const QVector4D *values, int count)

Sets the uniform variable array at location in the current context to the count 4D vector elements of values.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(int location, const GLfloat *values, int count, int tupleSize)

Sets the uniform variable array at location in the current context to the count elements of values. Each element has tupleSize components. The tupleSize must be 1, 2, 3, or 4.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(const char *name, const GLint *values, int count)

Sets the uniform variable array called name in the current context to the count elements of values.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(const char *name, const GLuint *values, int count)

Sets the uniform variable array called name in the current context to the count elements of values. This overload should be used when setting an array of sampler values.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(const char *name, const QMatrix2x2 *values, int count)

Sets the uniform variable array called name in the current context to the count 2x2 matrix elements of values.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(const char *name, const QMatrix2x3 *values, int count)

Sets the uniform variable array called name in the current context to the count 2x3 matrix elements of values.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(const char *name, const QMatrix2x4 *values, int count)

Sets the uniform variable array called name in the current context to the count 2x4 matrix elements of values.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(const char *name, const QMatrix3x2 *values, int count)

Sets the uniform variable array called name in the current context to the count 3x2 matrix elements of values.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(const char *name, const QMatrix3x3 *values, int count)

Sets the uniform variable array called name in the current context to the count 3x3 matrix elements of values.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(const char *name, const QMatrix3x4 *values, int count)

Sets the uniform variable array called name in the current context to the count 3x4 matrix elements of values.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(const char *name, const QMatrix4x2 *values, int count)

Sets the uniform variable array called name in the current context to the count 4x2 matrix elements of values.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(const char *name, const QMatrix4x3 *values, int count)

Sets the uniform variable array called name in the current context to the count 4x3 matrix elements of values.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(const char *name, const QMatrix4x4 *values, int count)

Sets the uniform variable array called name in the current context to the count 4x4 matrix elements of values.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(const char *name, const QVector2D *values, int count)

Sets the uniform variable array called name in the current context to the count 2D vector elements of values.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(const char *name, const QVector3D *values, int count)

Sets the uniform variable array called name in the current context to the count 3D vector elements of values.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(const char *name, const QVector4D *values, int count)

Sets the uniform variable array called name in the current context to the count 4D vector elements of values.

This is an overloaded function.

See also setAttributeValue().

### void QOpenGLShaderProgram::setUniformValueArray(const char *name, const GLfloat *values, int count, int tupleSize)

Sets the uniform variable array called name in the current context to the count elements of values. Each element has tupleSize components. The tupleSize must be 1, 2, 3, or 4.

This is an overloaded function.

See also setAttributeValue().

### QList<QOpenGLShader *> QOpenGLShaderProgram::shaders() const

Returns a list of all shaders that have been added to this shader program using addShader().

See also addShader() and removeShader().

### int QOpenGLShaderProgram::uniformLocation(const char *name) const

Returns the location of the uniform variable name within this shader program's parameter list. Returns -1 if name is not a valid uniform variable for this shader program.

See also attributeLocation().

### int QOpenGLShaderProgram::uniformLocation(const QByteArray &name) const

Returns the location of the uniform variable name within this shader program's parameter list. Returns -1 if name is not a valid uniform variable for this shader program.

This is an overloaded function.

See also attributeLocation().

### int QOpenGLShaderProgram::uniformLocation(const QString &name) const

Returns the location of the uniform variable name within this shader program's parameter list. Returns -1 if name is not a valid uniform variable for this shader program.

This is an overloaded function.

See also attributeLocation().