forked from BSVino/docs.gl
-
Notifications
You must be signed in to change notification settings - Fork 0
/
glBindImageTexture.xhtml
432 lines (431 loc) · 20.1 KB
/
glBindImageTexture.xhtml
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
<div class="refentry" id="glBindImageTexture">
<div class="titlepage"></div>
<div class="refnamediv">
<h2>Name</h2>
<p>glBindImageTexture — bind a level of a texture to an image unit</p>
</div>
<div class="refsynopsisdiv">
<h2>C Specification</h2>
<div class="funcsynopsis">
<table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
<tr>
<td>
<code class="funcdef">void <strong class="fsfunc">glBindImageTexture</strong>(</code>
</td>
<td>GLuint <var class="pdparam">unit</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLuint <var class="pdparam">texture</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLint <var class="pdparam">level</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLboolean <var class="pdparam">layered</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLint <var class="pdparam">layer</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLenum <var class="pdparam">access</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLenum <var class="pdparam">format</var><code>)</code>;</td>
</tr>
</table>
<div class="funcprototype-spacer"> </div>
</div>
</div>
<div class="refsect1" id="parameters">
<h2>Parameters</h2>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<em class="parameter">
<code>unit</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies the index of the image unit to which to bind the texture
</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>texture</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies the name of the texture to bind to the image unit.
</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>level</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies the level of the texture that is to be bound.
</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>layered</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies whether a layered texture binding is to be established.
</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>layer</code>
</em>
</span>
</dt>
<dd>
<p>
If <em class="parameter"><code>layered</code></em> is <code class="constant">GL_FALSE</code>, specifies the layer of <em class="parameter"><code>texture</code></em> to be bound to the image unit. Ignored otherwise.
</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>access</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies a token indicating the type of access that will be performed on the image.
</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>format</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies the format that the elements of the image will be treated as for the purposes of formatted loads and stores.
</p>
</dd>
</dl>
</div>
</div>
<div class="refsect1" id="description">
<h2>Description</h2>
<p>
<code class="function">glBindImageTexture</code> binds a single level of a texture to an image unit for the purpose of
reading and writing it from shaders. <em class="parameter"><code>unit</code></em> specifies the zero-based index of the image
unit to which to bind the texture level. <em class="parameter"><code>texture</code></em> specifies the name of an existing texture
object to bind to the image unit. If <em class="parameter"><code>texture</code></em> is zero, then any existing binding to
the image unit is broken. <em class="parameter"><code>level</code></em> specifies the level of the texture to bind to the image
unit.
</p>
<p>
If <em class="parameter"><code>texture</code></em> is the name of a two-dimensional array texture, a cube map
texture, or a two-dimensional multisample array texture, then it is possible to bind either
the entire array, or only a single layer of the array to the image unit. In such cases, if <em class="parameter"><code>layered</code></em>
is <code class="constant">GL_TRUE</code>, the entire array is attached to the image unit and <em class="parameter"><code>layer</code></em>
is ignored. However, if <em class="parameter"><code>layered</code></em> is <code class="constant">GL_FALSE</code> then <em class="parameter"><code>layer</code></em>
specifies the layer of the array to attach to the image unit.
</p>
<p>
<em class="parameter"><code>access</code></em> specifies the access types to be performed by shaders and may be set to
<code class="constant">GL_READ_ONLY</code>, <code class="constant">GL_WRITE_ONLY</code>, or <code class="constant">GL_READ_WRITE</code>
to indicate read-only, write-only or read-write access, respectively. Violation of the access type specified in <em class="parameter"><code>access</code></em>
(for example, if a shader writes to an image bound with <em class="parameter"><code>access</code></em> set to <code class="constant">GL_READ_ONLY</code>)
will lead to undefined results, possibly including program termination.
</p>
<p>
<em class="parameter"><code>format</code></em> specifies the format that is to be used when performing formatted loads and stores into the
image from shaders. <em class="parameter"><code>format</code></em> must be compatible with the texture's internal format and must
be one of the formats listed in the following table.
</p>
<p>
</p>
<div class="table" id="idp112208">
<div class="table-title">Table 1. Internal Image Formats</div>
<div class="table-contents">
<table style="border-collapse: collapse;border-top: 2px solid ; border-bottom: 2px solid ; ">
<colgroup>
<col style="text-align: left; "/>
<col style="text-align: left; "/>
</colgroup>
<thead>
<tr>
<th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold">
<strong>
Image Unit Format
</strong>
</span>
</th>
<th style="text-align: left; border-bottom: 2px solid ; ">
<span class="bold">
<strong>
Format Qualifier
</strong>
</span>
</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_RGBA32F</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="code">rgba32f</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_RGBA16F</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="code">rgba16f</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_R32F</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="code">r32f</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_RGBA32UI</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="code">rgba32ui</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_RGBA16UI</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="code">rgba16ui</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_RGBA8UI</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="code">rgba8ui</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_R32UI</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="code">r32ui</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_RGBA32I</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="code">rgba32i</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_RGBA16I</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="code">rgba16i</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_RGBA8I</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="code">rgba8i</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_R32I</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="code">r32i</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_RGBA8</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="code">rgba8</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; ">
<code class="constant">GL_RGBA8_SNORM</code>
</td>
<td style="text-align: left; ">
<code class="code">rgba8_snorm</code>
</td>
</tr>
</tbody>
</table>
</div>
</div>
<p><br class="table-break"/>
</p>
<p>
When a texture is bound to an image unit, the <em class="parameter"><code>format</code></em> parameter for the image
unit need not exactly match the texture internal format as long as the formats are
considered compatible as defined in the OpenGL ES Specification. The matching criterion used
for a given texture may be determined by calling <a class="citerefentry" href="glGetTexParameter"><span class="citerefentry"><span class="refentrytitle">glGetTexParameter</span></span></a>
with <em class="parameter"><code>value</code></em>
set to <code class="constant">GL_IMAGE_FORMAT_COMPATIBILITY_TYPE</code>, with return values of <code class="constant">GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE</code>
and <code class="constant">GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS</code>, specifying matches by size and class, respectively.
</p>
</div>
<div class="refsect1" id="notes">
<h2>Notes</h2>
<p>
The <code class="function">glBindImageTexture</code> can only be used with immutable textures. This is intended to guide developers towards
immutable textures.
</p>
</div>
<div class="refsect1" id="errors">
<h2>Errors</h2>
<p>
<code class="constant">GL_INVALID_VALUE</code> is generated if <em class="parameter"><code>unit</code></em> greater than or equal to the
value of <code class="constant">GL_MAX_IMAGE_UNITS</code>.
</p>
<p>
<code class="constant">GL_INVALID_VALUE</code> is generated if <em class="parameter"><code>texture</code></em> is not the name of
an existing texture object.
</p>
<p>
<code class="constant">GL_INVALID_OPERATION</code> is generated if <em class="parameter"><code>texture</code></em> is the name of
an immutable texture object.
</p>
<p>
<code class="constant">GL_INVALID_VALUE</code> is generated if <em class="parameter"><code>level</code></em> or <em class="parameter"><code>layer</code></em>
is less than zero.
</p>
<p>
<code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>access</code></em> or <em class="parameter"><code>format</code></em>
is not one of the supported tokens.
</p>
</div>
<div class="refsect1" id="associatedgets">
<h2>Associated Gets</h2>
<p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_IMAGE_BINDING_NAME</code>.
</p>
<p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_IMAGE_BINDING_LEVEL</code>.
</p>
<p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_IMAGE_BINDING_LAYERED</code>.
</p>
<p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_IMAGE_BINDING_LAYER</code>.
</p>
<p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_IMAGE_BINDING_ACCESS</code>.
</p>
<p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_IMAGE_BINDING_FORMAT</code>.
</p>
</div>
{$pipelinestall}{$examples}
<div class="refsect1" id="versions">
<h2>API Version Support</h2>
<div class="informaltable">
<table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
<colgroup>
<col style="text-align: left; "/>
<col style="text-align: center; " class="firstvers"/>
<col style="text-align: center; "/>
<col style="text-align: center; " class="lastvers"/>
</colgroup>
<thead>
<tr>
<th style="text-align: left; border-right: 2px solid ; ">
</th>
<th style="text-align: center; border-bottom: 2px solid ; " colspan="3">
<span class="bold"><strong>OpenGL ES API Version</strong></span>
</th>
</tr>
<tr>
<th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>Function Name</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>2.0</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>3.0</strong></span>
</th>
<th style="text-align: center; border-bottom: 2px solid ; ">
<span class="bold"><strong>3.1</strong></span>
</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left; border-right: 2px solid ; ">
<code class="function">glBindImageTexture</code>
</td>
<td style="text-align: center; border-right: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; ">-</td>
<td style="text-align: center; ">✔</td>
</tr>
</tbody>
</table>
</div>
</div>
<div class="refsect1" id="seealso">
<h2>See Also</h2>
<p>
<a class="citerefentry" href="glGenTextures"><span class="citerefentry"><span class="refentrytitle">glGenTextures</span></span></a>,
<a class="citerefentry" href="glTexStorage2D"><span class="citerefentry"><span class="refentrytitle">glTexStorage2D</span></span></a>,
<a class="citerefentry" href="glTexStorage3D"><span class="citerefentry"><span class="refentrytitle">glTexStorage3D</span></span></a>,
<a class="citerefentry" href="glBindTexture"><span class="citerefentry"><span class="refentrytitle">glBindTexture</span></span></a>
</p>
</div>
<div class="refsect1" id="Copyright">
<h2>Copyright</h2>
<p>
Copyright © 2011-2014 Khronos Group.
This material may be distributed subject to the terms and conditions set forth in
the Open Publication License, v 1.0, 8 June 1999.
<a class="link" href="https://opencontent.org/openpub/" target="_top">https://opencontent.org/openpub/</a>.
</p>
</div>
</div>