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glBindImageTexture - bind a level of a texture to an image unit

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.

C Specification

voidglBindImageTexture(GLuintunit,GLuinttexture,GLintlevel,GLbooleanlayered,GLintlayer,GLenumaccess,GLenumformat);

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.

       Table1.InternalImageFormats
       ┌────────────────────┬───────────────────┐
       │  ImageUnitFormatFormatQualifier │
       ├────────────────────┼───────────────────┤
       │ 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.

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.

Name

       glBindImageTexture - bind a level of a texture to an image unit

Notes

       The glBindImageTexture is available only if the GL version is 4.2 or greater.

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.

See Also

glGenTextures(), glTexImage1D(), glTexImage2D(), glTexImage3D(), glTexStorage1D(), glTexStorage2D(),
       glTexStorage3D(), glBindTexture()

Version Support

       ┌────────────────────┬───────────────────────────────────────────────────────────────────────┐
       │                    │                OpenGLVersion                                         │
       ├────────────────────┼─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┤
       │ Function2.02.13.03.13.23.34.04.14.24.34.44.5 │
       │ /                  │     │     │     │     │     │     │     │     │     │     │     │     │
       │ Feature            │     │     │     │     │     │     │     │     │     │     │     │     │
       │ Name               │     │     │     │     │     │     │     │     │     │     │     │     │
       ├────────────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
       │ glBindImageTexture │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  ✔  │  ✔  │  ✔  │  ✔  │
       └────────────────────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┘

See Also