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<refentry xmlns="http://docbook.org/ns/docbook" version="5.0" xml:id="glBindImageTexture">
    <info>
        <copyright>
            <year>2011-2013</year>
            <holder>Khronos Group</holder>
        </copyright>
    </info>
    <refmeta>
        <refentrytitle>glBindImageTexture</refentrytitle>
        <manvolnum>3G</manvolnum>
    </refmeta>
    <refnamediv>
        <refname>glBindImageTexture</refname>
        <refpurpose>bind a level of a texture to an image unit</refpurpose>
    </refnamediv>
    <refsynopsisdiv><title>C Specification</title>
        <funcsynopsis>
            <funcprototype>
                <funcdef>void <function>glBindImageTexture</function></funcdef>
                <paramdef>GLuint <parameter>unit</parameter></paramdef>
                <paramdef>GLuint <parameter>texture</parameter></paramdef>
                <paramdef>GLint <parameter>level</parameter></paramdef>
                <paramdef>GLboolean <parameter>layered</parameter></paramdef>
                <paramdef>GLint <parameter>layer</parameter></paramdef>
                <paramdef>GLenum <parameter>access</parameter></paramdef>
                <paramdef>GLenum <parameter>format</parameter></paramdef>
            </funcprototype>
        </funcsynopsis>
    </refsynopsisdiv>
    <refsect1 xml:id="parameters"><title>Parameters</title>
        <variablelist>
        <varlistentry>
            <term><parameter>unit</parameter></term>
            <listitem>
                <para>
                    Specifies the index of the image unit to which to bind the texture
                </para>
            </listitem>
        </varlistentry>
        <varlistentry>
            <term><parameter>texture</parameter></term>
            <listitem>
                <para>
                    Specifies the name of the texture to bind to the image unit.
                </para>
            </listitem>
        </varlistentry>
        <varlistentry>
            <term><parameter>level</parameter></term>
            <listitem>
                <para>
                    Specifies the level of the texture that is to be bound.
                </para>
            </listitem>
        </varlistentry>
        <varlistentry>
            <term><parameter>layered</parameter></term>
            <listitem>
                <para>
                    Specifies whether a layered texture binding is to be established.
                </para>
            </listitem>
        </varlistentry>
        <varlistentry>
            <term><parameter>layer</parameter></term>
            <listitem>
                <para>
                    If <parameter>layered</parameter> is <constant>GL_FALSE</constant>, specifies the layer of <parameter>texture</parameter> to be bound to the image unit. Ignored otherwise.
                </para>
            </listitem>
        </varlistentry>
        <varlistentry>
            <term><parameter>access</parameter></term>
            <listitem>
                <para>
                    Specifies a token indicating the type of access that will be performed on the image.
                </para>
            </listitem>
        </varlistentry>
        <varlistentry>
            <term><parameter>format</parameter></term>
            <listitem>
                <para>
                    Specifies the format that the elements of the image will be treated as for the purposes of formatted stores.
                </para>
            </listitem>
        </varlistentry>
        </variablelist>
    </refsect1>
    <refsect1 xml:id="description"><title>Description</title>
        <para>
            <function>glBindImageTexture</function> binds a single level of a texture to an image unit for the purpose of
            reading and writing it from shaders. <parameter>unit</parameter> specifies the zero-based index of the image
            unit to which to bind the texture level. <parameter>texture</parameter> specifies the name of an existing texture
            object to bind to the image unit. If <parameter>texture</parameter> is zero, then any existing binding to
            the image unit is broken. <parameter>level</parameter> specifies the level of the texture to bind to the image
            unit.
        </para>
        <para>
            If <parameter>texture</parameter> 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 <parameter>layered</parameter>
            is <constant>GL_TRUE</constant>, the entire array is attached to the image unit and <parameter>layer</parameter>
            is ignored. However, if <parameter>layered</parameter> is <constant>GL_FALSE</constant> then <parameter>layer</parameter>
            specifies the layer of the array to attach to the image unit.
        </para>
        <para>
            <parameter>access</parameter> specifies the access types to be performed by shaders and may be set to
            <constant>GL_READ_ONLY</constant>, <constant>GL_WRITE_ONLY</constant>, or <constant>GL_READ_WRITE</constant>
            to indicate read-only, write-only or read-write access, respectively. Violation of the access type specified in <parameter>access</parameter>
            (for example, if a shader writes to an image bound with <parameter>access</parameter> set to <constant>GL_READ_ONLY</constant>)
            will lead to undefined results, possibly including program termination.
        </para>
        <para>
            <parameter>format</parameter> specifies the format that is to be used when performing formatted stores into the
            image from shaders. <parameter>format</parameter> must be compatible with the texture's internal format and must
            be one of the formats listed in the following table.
        </para>
        <para>
            <table>
            <title>Internal Image Formats</title>
            <tgroup cols="2" align="left">
                <colspec/>
                <colspec/>
                <thead>
                    <row>
                        <entry>
                            <emphasis role="bold"> Image Unit Format </emphasis>
                        </entry>
                        <entry>
                            <emphasis role="bold"> Format Qualifier </emphasis>
                        </entry>
                    </row>
                </thead>
                <tbody>
                    <row>
                        <entry><constant>GL_RGBA32F</constant></entry>
                        <entry><code>rgba32f</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_RGBA16F</constant></entry>
                        <entry><code>rgba16f</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_RG32F</constant></entry>
                        <entry><code>rg32f</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_RG16F</constant></entry>
                        <entry><code>rg16f</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_R11F_G11F_B10F</constant></entry>
                        <entry><code>r11f_g11f_b10f</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_R32F</constant></entry>
                        <entry><code>r32f</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_R16F</constant></entry>
                        <entry><code>r16f</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_RGBA32UI</constant></entry>
                        <entry><code>rgba32ui</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_RGBA16UI</constant></entry>
                        <entry><code>rgba16ui</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_RGB10_A2UI</constant></entry>
                        <entry><code>rgb10_a2ui</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_RGBA8UI</constant></entry>
                        <entry><code>rgba8ui</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_RG32UI</constant></entry>
                        <entry><code>rg32ui</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_RG16UI</constant></entry>
                        <entry><code>rg16ui</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_RG8UI</constant></entry>
                        <entry><code>rg8ui</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_R32UI</constant></entry>
                        <entry><code>r32ui</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_R16UI</constant></entry>
                        <entry><code>r16ui</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_R8UI</constant></entry>
                        <entry><code>r8ui</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_RGBA32I</constant></entry>
                        <entry><code>rgba32i</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_RGBA16I</constant></entry>
                        <entry><code>rgba16i</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_RGBA8I</constant></entry>
                        <entry><code>rgba8i</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_RG32I</constant></entry>
                        <entry><code>rg32i</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_RG16I</constant></entry>
                        <entry><code>rg16i</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_RG8I</constant></entry>
                        <entry><code>rg8i</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_R32I</constant></entry>
                        <entry><code>r32i</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_R16I</constant></entry>
                        <entry><code>r16i</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_R8I</constant></entry>
                        <entry><code>r8i</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_RGBA16</constant></entry>
                        <entry><code>rgba16</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_RGB10_A2</constant></entry>
                        <entry><code>rgb10_a2</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_RGBA8</constant></entry>
                        <entry><code>rgba8</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_RG16</constant></entry>
                        <entry><code>rg16</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_RG8</constant></entry>
                        <entry><code>rg8</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_R16</constant></entry>
                        <entry><code>r16</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_R8</constant></entry>
                        <entry><code>r8</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_RGBA16_SNORM</constant></entry>
                        <entry><code>rgba16_snorm</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_RGBA8_SNORM</constant></entry>
                        <entry><code>rgba8_snorm</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_RG16_SNORM</constant></entry>
                        <entry><code>rg16_snorm</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_RG8_SNORM</constant></entry>
                        <entry><code>rg8_snorm</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_R16_SNORM</constant></entry>
                        <entry><code>r16_snorm</code></entry>
                    </row>
                    <row>
                        <entry><constant>GL_R8_SNORM</constant></entry>
                        <entry><code>r8_snorm</code></entry>
                    </row>
                </tbody>
            </tgroup>
            </table>
        </para>
        <para>
            When a texture is bound to an image unit, the <parameter>format</parameter> 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 <citerefentry><refentrytitle>glGetTexParameter</refentrytitle></citerefentry>
            with <parameter>value</parameter>
            set to <constant>GL_IMAGE_FORMAT_COMPATIBILITY_TYPE</constant>, with return values of <constant>GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE</constant>
            and <constant>GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS</constant>, specifying matches by size and class, respectively.
        </para>
    </refsect1>
    <refsect1 xml:id="notes"><title>Notes</title>
        <para>
            The <function>glBindImageTexture</function> is available only if the GL version is 4.2 or greater.
        </para>
    </refsect1>
    <refsect1 xml:id="errors"><title>Errors</title>
        <para>
            <constant>GL_INVALID_VALUE</constant> is generated if <parameter>unit</parameter> greater than or equal to the
            value of <constant>GL_MAX_IMAGE_UNITS</constant>.
        </para>
        <para>
            <constant>GL_INVALID_VALUE</constant> is generated if <parameter>texture</parameter> is not the name of
            an existing texture object.
        </para>
        <para>
            <constant>GL_INVALID_VALUE</constant> is generated if <parameter>level</parameter> or <parameter>layer</parameter>
            is less than zero.
        </para>
        <para>
            <constant>GL_INVALID_ENUM</constant> is generated if <parameter>access</parameter> or <parameter>format</parameter>
            is not one of the supported tokens.
        </para>
    </refsect1>
    <refsect1 xml:id="associatedgets"><title>Associated Gets</title>
        <para>
            <citerefentry><refentrytitle>glGet</refentrytitle></citerefentry> with argument <constant>GL_IMAGE_BINDING_NAME</constant>.
        </para>
        <para>
            <citerefentry><refentrytitle>glGet</refentrytitle></citerefentry> with argument <constant>GL_IMAGE_BINDING_LEVEL</constant>.
        </para>
        <para>
            <citerefentry><refentrytitle>glGet</refentrytitle></citerefentry> with argument <constant>GL_IMAGE_BINDING_LAYERED</constant>.
        </para>
        <para>
            <citerefentry><refentrytitle>glGet</refentrytitle></citerefentry> with argument <constant>GL_IMAGE_BINDING_LAYER</constant>.
        </para>
        <para>
            <citerefentry><refentrytitle>glGet</refentrytitle></citerefentry> with argument <constant>GL_IMAGE_BINDING_ACCESS</constant>.
        </para>
        <para>
            <citerefentry><refentrytitle>glGet</refentrytitle></citerefentry> with argument <constant>GL_IMAGE_BINDING_FORMAT</constant>.
        </para>
    </refsect1>
    <refsect1 xml:id="seealso"><title>See Also</title>
        <para>
            <citerefentry><refentrytitle>glGenTextures</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glTexImage1D</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glTexImage2D</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glTexImage3D</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glTexStorage1D</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glTexStorage2D</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glTexStorage3D</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glBindTexture</refentrytitle></citerefentry>
        </para>
    </refsect1>
    <refsect1 xml:id="Copyright"><title>Copyright</title>
        <para>
            Copyright <trademark class="copyright"/> 2011-2013 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.
            <link xmlns:xlink="http://www.w3.org/1999/xlink" xlink:href="http://opencontent.org/openpub/">http://opencontent.org/openpub/</link>.
        </para>
    </refsect1>
</refentry>
