glTexStorage3DMultisample.3G man page

glTexStorage3DMultisample — specify storage for a two-dimensional multisample array texture

C Specification

void glTexStorage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);

Parameters

target

Specify the target of the operation. target must be GL_TEXTURE_2D_MULTISAMPLE_ARRAY or GL_PROXY_TEXTURE_2D_MULTISAMPLE_MULTISAMPLE.

samples

Specify the number of samples in the texture.

internalformat

Specifies the sized internal format to be used to store texture image data.

width

Specifies the width of the texture, in texels.

height

Specifies the height of the texture, in texels.

depth

Specifies the depth of the texture, in layers.

fixedsamplelocations

Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will not depend on the internal format or size of the image.

Description

glTexStorage3DMultisample specifies the storage requirements for a two-dimensional multisample array texture. Once a texture is specified with this command, its format and dimensions become immutable unless it is a proxy texture. The contents of the image may still be modified, however, its storage requirements may not change. Such a texture is referred to as an immutable-format texture.

samples specifies the number of samples to be used for the texture and must be greater than zero and less than or equal to the value of GL_MAX_SAMPLES. internalformat must be a color-renderable, depth-renderable, or stencil-renderable format. width and height specify the width and height, respectively, of the texture and depth specifies the depth (or the number of layers) of the texture. If fixedsamplelocations is GL_TRUE, the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will not depend on the internal format or size of the image.

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Errors

GL_INVALID_ENUM is generated if internalformat is not a valid color-renderable, depth-renderable or stencil-renderable format.

GL_INVALID_ENUM is generated if target is not one of the accepted target enumerants.

GL_INVALID_VALUE is generated if width or height are less than 1 or greater than the value of GL_MAX_TEXTURE_SIZE.

GL_INVALID_VALUE is generated if depth is less than 1 or greater than the value of GL_MAX_ARRAY_TEXTURE_LAYERS.

GL_INVALID_VALUE is generated if samples is greater than the value of GL_MAX_SAMPLES.

GL_INVALID_OPERATION is generated if the value of GL_TEXTURE_IMMUTABLE_FORMAT for the texture bound to target is not GL_FALSE.

Associated Gets

glGetInteger() with arguments GL_MAX_TEXTURE_SIZE, GL_MAX_ARRAY_TEXTURE_LEVELS, GL_TEXTURE_VIEW_MIN_LAYER, GL_TEXTURE_VIEW_NUM_LAYERS, or GL_TEXTURE_IMMUTABLE_LEVELS.

See Also

glTexImage3D(), glTexImage3DMultisample(), glTexStorage1D(), glTexStorage2DMultisample(), glTexStorage3D().

Info

02/04/2016 [FIXME: source] [FIXME: manual]