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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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