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GLBINDIMAGETEXTURE(3G) OpenGL Manual GLBINDIMAGETEXTURE(3G)
NAME
glBindImageTexture - bind a level of a texture to an image unit
C SPECIFICATION
void glBindImageTexture(GLuint unit, GLuint texture, GLint level,
GLboolean layered, GLint layer, GLenum access,
GLenum format);
PARAMETERS
unit
Specifies the index of the image unit to which to bind the texture
texture
Specifies the name of the texture to bind to the image unit.
level
Specifies the level of the texture that is to be bound.
layered
Specifies whether a layered texture binding is to be established.
layer
If layered is GL_FALSE, specifies the layer of texture to be bound
to the image unit. Ignored otherwise.
access
Specifies a token indicating the type of access that will be
performed on the image.
format
Specifies the format that the elements of the image will be treated
as for the purposes of formatted stores.
DESCRIPTION
glBindImageTexture binds a single level of a texture to an image unit
for the purpose of reading and writing it from shaders. unit specifies
the zero-based index of the image unit to which to bind the texture
level. texture specifies the name of an existing texture object to
bind to the image unit. If texture is zero, then any existing binding
to the image unit is broken. level specifies the level of the texture
to bind to the image unit.
If texture is the name of a one-, two-, or three-dimensional array
texture, a cube map or cube map array 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 layered is GL_TRUE, the entire array is attached to the
image unit and layer is ignored. However, if layered is GL_FALSE then
layer specifies the layer of the array to attach to the image unit.
access specifies the access types to be performed by shaders and may be
set to GL_READ_ONLY, GL_WRITE_ONLY, or GL_READ_WRITE to indicate
read-only, write-only or read-write access, respectively. Violation of
the access type specified in access (for example, if a shader writes to
an image bound with access set to GL_READ_ONLY) will lead to undefined
results, possibly including program termination.
format specifies the format that is to be used when performing
formatted stores into the image from shaders. format must be
compatible with the texture's internal format and must be one of the
formats listed in the following table.
Table 1. Internal Image Formats
┌──────────────────────────────┬────────────────────────────────┐
│ │ │
│ Image │ Format │
│Unit Format │ Qualifier │
│ │ │
├──────────────────────────────┼────────────────────────────────┤
│GL_RGBA32F │ rgba32f │
├──────────────────────────────┼────────────────────────────────┤
│GL_RGBA16F │ rgba16f │
├──────────────────────────────┼────────────────────────────────┤
│GL_RG32F │ rg32f │
├──────────────────────────────┼────────────────────────────────┤
│GL_RG16F │ rg16f │
├──────────────────────────────┼────────────────────────────────┤
│GL_R11F_G11F_B10F │ r11f_g11f_b10f │
├──────────────────────────────┼────────────────────────────────┤
│GL_R32F │ r32f │
├──────────────────────────────┼────────────────────────────────┤
│GL_R16F │ r16f │
├──────────────────────────────┼────────────────────────────────┤
│GL_RGBA32UI │ rgba32ui │
├──────────────────────────────┼────────────────────────────────┤
│GL_RGBA16UI │ rgba16ui │
├──────────────────────────────┼────────────────────────────────┤
│GL_RGB10_A2UI │ rgb10_a2ui │
├──────────────────────────────┼────────────────────────────────┤
│GL_RGBA8UI │ rgba8ui │
├──────────────────────────────┼────────────────────────────────┤
│GL_RG32UI │ rg32ui │
├──────────────────────────────┼────────────────────────────────┤
│GL_RG16UI │ rg16ui │
├──────────────────────────────┼────────────────────────────────┤
│GL_RG8UI │ rg8ui │
├──────────────────────────────┼────────────────────────────────┤
│GL_R32UI │ r32ui │
├──────────────────────────────┼────────────────────────────────┤
│GL_R16UI │ r16ui │
├──────────────────────────────┼────────────────────────────────┤
│GL_R8UI │ r8ui │
├──────────────────────────────┼────────────────────────────────┤
│GL_RGBA32I │ rgba32i │
├──────────────────────────────┼────────────────────────────────┤
│GL_RGBA16I │ rgba16i │
├──────────────────────────────┼────────────────────────────────┤
│GL_RGBA8I │ rgba8i │
├──────────────────────────────┼────────────────────────────────┤
│GL_RG32I │ rg32i │
├──────────────────────────────┼────────────────────────────────┤
│GL_RG16I │ rg16i │
├──────────────────────────────┼────────────────────────────────┤
│GL_RG8I │ rg8i │
├──────────────────────────────┼────────────────────────────────┤
│GL_R32I │ r32i │
├──────────────────────────────┼────────────────────────────────┤
│GL_R16I │ r16i │
├──────────────────────────────┼────────────────────────────────┤
│GL_R8I │ r8i │
├──────────────────────────────┼────────────────────────────────┤
│GL_RGBA16 │ rgba16 │
├──────────────────────────────┼────────────────────────────────┤
│GL_RGB10_A2 │ rgb10_a2 │
├──────────────────────────────┼────────────────────────────────┤
│GL_RGBA8 │ rgba8 │
├──────────────────────────────┼────────────────────────────────┤
│GL_RG16 │ rg16 │
├──────────────────────────────┼────────────────────────────────┤
│GL_RG8 │ rg8 │
├──────────────────────────────┼────────────────────────────────┤
│GL_R16 │ r16 │
├──────────────────────────────┼────────────────────────────────┤
│GL_R8 │ r8 │
├──────────────────────────────┼────────────────────────────────┤
│GL_RGBA16_SNORM │ rgba16_snorm │
├──────────────────────────────┼────────────────────────────────┤
│GL_RGBA8_SNORM │ rgba8_snorm │
├──────────────────────────────┼────────────────────────────────┤
│GL_RG16_SNORM │ rg16_snorm │
├──────────────────────────────┼────────────────────────────────┤
│GL_RG8_SNORM │ rg8_snorm │
├──────────────────────────────┼────────────────────────────────┤
│GL_R16_SNORM │ r16_snorm │
├──────────────────────────────┼────────────────────────────────┤
│GL_R8_SNORM │ r8_snorm │
└──────────────────────────────┴────────────────────────────────┘
When a texture is bound to an image unit, the format 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
Specification. The matching criterion used for a given texture may be
determined by calling glGetTexParameter() with value set to
GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, with return values of
GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE and
GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS, specifying matches by size and
class, respectively.
NOTES
The glBindImageTexture is available only if the GL version is 4.2 or
greater.
ERRORS
GL_INVALID_VALUE is generated if unit greater than or equal to the
value of GL_MAX_IMAGE_UNITS.
GL_INVALID_VALUE is generated if texture is not the name of an existing
texture object.
GL_INVALID_VALUE is generated if level or layer is less than zero.
GL_INVALID_ENUM is generated if access or format is not one of the
supported tokens.
ASSOCIATED GETS
glGet() with argument GL_IMAGE_BINDING_NAME.
glGet() with argument GL_IMAGE_BINDING_LEVEL.
glGet() with argument GL_IMAGE_BINDING_LAYERED.
glGet() with argument GL_IMAGE_BINDING_LAYER.
glGet() with argument GL_IMAGE_BINDING_ACCESS.
glGet() with argument GL_IMAGE_BINDING_FORMAT.
SEE ALSO
glGenTextures(), glTexImage1D(), glTexImage2D(), glTexImage3D(),
glTexStorage1D(), glTexStorage2D(), glTexStorage3D(), glBindTexture()
COPYRIGHT
Copyright © 2011 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. http://opencontent.org/openpub/.
AUTHORS
opengl.org
opengl.org 03/16/2013 GLBINDIMAGETEXTURE(3G)
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