glBindImageTexture

glBindImageTexture: man4/glBindImageTexture.xml

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.<h3> Internal Image Formats</h3> Image Unit Format 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.

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

@OpenGL_Version(OGLIntroducedIn.V4P2)
@OpenGL_Extension("GL_ARB_shader_image_load_store")
fn_glBindImageTexture glBindImageTexture;

See Also

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

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