glBindImageTextures

glBindImageTextures: man4/glBindImageTextures.xml

glBindImageTextures binds images from an array of existing texture objects to a specified number of consecutive image units. count specifies the number of texture objects whose names are stored in the array textures. That number of texture names are read from the array and bound to the count consecutive texture units starting from first. If the name zero appears in the textures array, any existing binding to the image unit is reset. Any non-zero entry in textures must be the name of an existing texture object. When a non-zero entry in textures is present, the image at level zero is bound, the binding is considered layered, with the first layer set to zero, and the image is bound for read-write access. The image unit format parameter is taken from the internal format of the image at level zero of the texture object. For cube map textures, the internal format of the positive X image of level zero is used. If textures is null then it is as if an appropriately sized array containing only zeros had been specified. glBindImageTextures is equivalent to the following pseudo code:

for (i = 0; i < count; i++) {
    if (textures == NULL || textures[i] = 0) {
        glBindImageTexture(first + i, 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R8);
    } else {
        glBindImageTexture(first + i, textures[i], 0, GL_TRUE, 0, GL_READ_WRITE, lookupInternalFormat(textures[i]));
    }
}

Each entry in textures will be checked individually and if found to be invalid, the state for that image unit will not be changed and an error will be generated. However, the state for other texture image units referenced by the command will still be updated.

glBindImageTextures is available only if the GL version is 4.4 or higher. Note that because glBindImageTextures cannot create new textures (even if a name passed has been previously generated by call to glGenTextures ), names pased to glBindTextures must have been bound at least once previously via a call to glBindTexture.

@OpenGL_Version(OGLIntroducedIn.V4P4)
@OpenGL_Extension("GL_ARB_multi_bind")
fn_glBindImageTextures glBindImageTextures;

See Also

glBindTexture, glBindTextures, glDeleteTextures, glGenTextures, glGet, glGetTexParameter, glIsTexture, glTexStorage1D, glTexStorage2D, glTexStorage2DMultisample, glTexStorage3D, glTexStorage3DMultisample, glTexBuffer, glTexParameter

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