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
┌────────────────────┬───────────────────┐
│ ImageUnitFormat │ FormatQualifier │
├────────────────────┼───────────────────┤
│ 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.