Provided by: opengl-4-man-doc_1.0~svn33624-1_all bug

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 Unit FormatFormat 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.

VERSION SUPPORT

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

SEE ALSO

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

COPYRIGHT

       Copyright © 2011-2014 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/.

COPYRIGHT

       Copyright © 2011-2014 Khronos Group

[FIXME: source]                             01/03/2018                     GLBINDIMAGETEXTURE(3G)