glTexStorage3DMultisample.3G - Man Page

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);

void glTextureStorage3DMultisample(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);

Parameters

target

Specifies the target to which the texture object is bound for glTexStorage3DMultisample. Must be one of GL_TEXTURE_2D_MULTISAMPLE_ARRAY or GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY.

texture

Specifies the texture object name for glTextureStorage3DMultisample. The effective target of texture must be one of the valid non-proxy target values above.

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 and glTextureStorage3DMultisample specify 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.

Table 1. Sized Internal Formats

Sized Internal FormatBase Internal FormatRed BitsGreen BitsBlue BitsAlpha BitsShared Bits
GL_R8GL_RED8    
GL_R8_SNORMGL_REDs8    
GL_R16GL_RED16    
GL_R16_SNORMGL_REDs16    
GL_RG8GL_RG88   
GL_RG8_SNORMGL_RGs8s8   
GL_RG16GL_RG1616   
GL_RG16_SNORMGL_RGs16s16   
GL_R3_G3_B2GL_RGB332  
GL_RGB4GL_RGB444  
GL_RGB5GL_RGB555  
GL_RGB8GL_RGB888  
GL_RGB8_SNORMGL_RGBs8s8s8  
GL_RGB10GL_RGB101010  
GL_RGB12GL_RGB121212  
GL_RGB16_SNORMGL_RGB161616  
GL_RGBA2GL_RGB2222 
GL_RGBA4GL_RGB4444 
GL_RGB5_A1GL_RGBA5551 
GL_RGBA8GL_RGBA8888 
GL_RGBA8_SNORMGL_RGBAs8s8s8s8 
GL_RGB10_A2GL_RGBA1010102 
GL_RGB10_A2UIGL_RGBAui10ui10ui10ui2 
GL_RGBA12GL_RGBA12121212 
GL_RGBA16GL_RGBA16161616 
GL_SRGB8GL_RGB888  
GL_SRGB8_ALPHA8GL_RGBA8888 
GL_R16FGL_REDf16    
GL_RG16FGL_RGf16f16   
GL_RGB16FGL_RGBf16f16f16  
GL_RGBA16FGL_RGBAf16f16f16f16 
GL_R32FGL_REDf32    
GL_RG32FGL_RGf32f32   
GL_RGB32FGL_RGBf32f32f32  
GL_RGBA32FGL_RGBAf32f32f32f32 
GL_R11F_G11F_B10FGL_RGBf11f11f10  
GL_RGB9_E5GL_RGB999 5
GL_R8IGL_REDi8    
GL_R8UIGL_REDui8    
GL_R16IGL_REDi16    
GL_R16UIGL_REDui16    
GL_R32IGL_REDi32    
GL_R32UIGL_REDui32    
GL_RG8IGL_RGi8i8   
GL_RG8UIGL_RGui8ui8   
GL_RG16IGL_RGi16i16   
GL_RG16UIGL_RGui16ui16   
GL_RG32IGL_RGi32i32   
GL_RG32UIGL_RGui32ui32   
GL_RGB8IGL_RGBi8i8i8  
GL_RGB8UIGL_RGBui8ui8ui8  
GL_RGB16IGL_RGBi16i16i16  
GL_RGB16UIGL_RGBui16ui16ui16  
GL_RGB32IGL_RGBi32i32i32  
GL_RGB32UIGL_RGBui32ui32ui32  
GL_RGBA8IGL_RGBAi8i8i8i8 
GL_RGBA8UIGL_RGBAui8ui8ui8ui8 
GL_RGBA16IGL_RGBAi16i16i16i16 
GL_RGBA16UIGL_RGBAui16ui16ui16ui16 
GL_RGBA32IGL_RGBAi32i32i32i32 
GL_RGBA32UIGL_RGBAui32ui32ui32ui32 

Errors

GL_INVALID_OPERATION is generated by glTexStorage3DMultisample if zero is bound to target.

GL_INVALID_OPERATION is generated by glTextureStorage3DMultisample if texture is not the name of an existing texture object.

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 or the effective target of texture is not one of the accepted targets described above.

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 levels is less than 1.

GL_INVALID_VALUE is generated if samples is zero.

GL_INVALID_OPERATION is generated if samples is greater than the maximum number of samples supported for this target and internalformat.

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.

Version Support

OpenGL Version
Function / Feature Name2.02.13.03.13.23.34.04.14.24.34.44.5
glTexStorage3DMultisample---------
glTextureStorage3DMultisample-----------

See Also

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

Referenced By

glBindImageTextures.3G(3).

The man page glTextureStorage3DMultisample.3G(3) is an alias of glTexStorage3DMultisample.3G(3).

01/24/2024