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glTexStorage3D

Name

glTexStorage3D — simultaneously specify storage for all levels of a three-dimensional or two-dimensional array texture

C Specification

void glTexStorage3D( GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth);

Parameters

target

Specify the target of the operation. target must be one of GL_TEXTURE_3D, or GL_TEXTURE_2D_ARRAY.

levels

Specify the number of texture levels.

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 texels.

Description

glTexStorage3D specifies the storage requirements for all levels of a three-dimensional or two-dimensional array texture simultaneously. Once a texture is specified with this command, the format and dimensions of all levels become immutable. 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.

The behavior of glTexStorage3D depends on the target parameter. When target is GL_TEXTURE_3D, calling glTexStorage3D is equivalent, assuming no errors are generated, to executing the following pseudo-code:

    for (i = 0; i < levels; i++)
    {
        glTexImage3D(target, i, internalformat, width, height, depth, 0, format, type, NULL);
        width = max(1, (width / 2));
        height = max(1, (height / 2));
        depth = max(1, (depth / 2));
    }

When target is GL_TEXTURE_2D_ARRAY, glTexStorage3D is equivalent to:

    for (i = 0; i < levels; i++)
    {
        glTexImage3D(target, i, internalformat, width, height, depth, 0, format, type, NULL);
        width = max(1, (width / 2));
        height = max(1, (height / 2));
    }

Since no texture data is actually provided, the values used in the pseudo-code for format and type are irrelevant and may be considered to be any values that are legal for the chosen internalformat enumerant. internalformat must be one of the sized internal formats given in Table 1, or one of the compressed internal formats given in Table 2 below. Upon success, the value of GL_TEXTURE_IMMUTABLE_FORMAT becomes GL_TRUE. The value of GL_TEXTURE_IMMUTABLE_FORMAT may be discovered by calling glGetTexParameter with pname set to GL_TEXTURE_IMMUTABLE_FORMAT. No further changes to the dimensions or format of the texture object may be made. Using any command that might alter the dimensions or format of the texture object (such as glTexImage3D or another call to glTexStorage3D) will result in the generation of a GL_INVALID_OPERATION error, even if it would not, in fact, alter the dimensions or format of the object.

Table 1. Sized Internal Formats
Sized Internal Format Format Type Red Bits Green Bits Blue Bits Alpha Bits Shared Bits Color renderable Texture filterable
GL_R8 GL_RED GL_UNSIGNED_BYTE 8 Y Y
GL_R8_SNORM GL_RED GL_BYTE s8 Y
GL_R16F GL_RED GL_HALF_FLOAT,GL_FLOAT f16 Y
GL_R32F GL_RED GL_FLOAT f32
GL_R8UI GL_RED_INTEGER GL_UNSIGNED_BYTE ui8 Y
GL_R8I GL_RED_INTEGER GL_BYTE i8 Y
GL_R16UI GL_RED_INTEGER GL_UNSIGNED_SHORT ui16 Y
GL_R16I GL_RED_INTEGER GL_SHORT i16 Y
GL_R32UI GL_RED_INTEGER GL_UNSIGNED_INT ui32 Y
GL_R32I GL_RED_INTEGER GL_INT i32 Y
GL_RG8 GL_RG GL_UNSIGNED_BYTE 8 8 Y Y
GL_RG8_SNORM GL_RG GL_BYTE s8 s8 Y
GL_RG16F GL_RG GL_HALF_FLOAT,GL_FLOAT f16 f16 Y
GL_RG32F GL_RG GL_FLOAT f32 f32
GL_RG8UI GL_RG_INTEGER GL_UNSIGNED_BYTE ui8 ui8 Y
GL_RG8I GL_RG_INTEGER GL_BYTE i8 i8 Y
GL_RG16UI GL_RG_INTEGER GL_UNSIGNED_SHORT ui16 ui16 Y
GL_RG16I GL_RG_INTEGER GL_SHORT i16 i16 Y
GL_RG32UI GL_RG_INTEGER GL_UNSIGNED_INT ui32 ui32 Y
GL_RG32I GL_RG_INTEGER GL_INT i32 i32 Y
GL_RGB8 GL_RGB GL_UNSIGNED_BYTE 8 8 8 Y Y
GL_SRGB8 GL_RGB GL_UNSIGNED_BYTE 8 8 8 Y
GL_RGB565 GL_RGB GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_6_5 5 6 5 Y Y
GL_RGB8_SNORM GL_RGB GL_BYTE s8 s8 s8 Y
GL_R11F_G11F_B10F GL_RGB GL_UNSIGNED_INT_10F_11F_11F_REV, GL_HALF_FLOAT, GL_FLOAT f11 f11 f10 Y
GL_RGB9_E5 GL_RGB GL_UNSIGNED_INT_5_9_9_9_REV, GL_HALF_FLOAT, GL_FLOAT 9 9 9 5 Y
GL_RGB16F GL_RGB GL_HALF_FLOAT, GL_FLOAT f16 f16 f16 Y
GL_RGB32F GL_RGB GL_FLOAT f32 f32 f32
GL_RGB8UI GL_RGB_INTEGER GL_UNSIGNED_BYTE ui8 ui8 ui8
GL_RGB8I GL_RGB_INTEGER GL_BYTE i8 i8 i8
GL_RGB16UI GL_RGB_INTEGER GL_UNSIGNED_SHORT ui16 ui16 ui16
GL_RGB16I GL_RGB_INTEGER GL_SHORT i16 i16 i16
GL_RGB32UI GL_RGB_INTEGER GL_UNSIGNED_INT ui32 ui32 ui32
GL_RGB32I GL_RGB_INTEGER GL_INT i32 i32 i32
GL_RGBA8 GL_RGBA GL_UNSIGNED_BYTE 8 8 8 8 Y Y
GL_SRGB8_ALPHA8 GL_RGBA GL_UNSIGNED_BYTE 8 8 8 8 Y Y
GL_RGBA8_SNORM GL_RGBA GL_BYTE s8 s8 s8 s8 Y
GL_RGB5_A1 GL_RGBA GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_INT_2_10_10_10_REV 5 5 5 1 Y Y
GL_RGBA4 GL_RGBA GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_4_4_4_4 4 4 4 4 Y Y
GL_RGB10_A2 GL_RGBA GL_UNSIGNED_INT_2_10_10_10_REV 10 10 10 2 Y Y
GL_RGBA16F GL_RGBA GL_HALF_FLOAT, GL_FLOAT f16 f16 f16 f16 Y
GL_RGBA32F GL_RGBA GL_FLOAT f32 f32 f32 f32
GL_RGBA8UI GL_RGBA_INTEGER GL_UNSIGNED_BYTE ui8 ui8 ui8 ui8 Y
GL_RGBA8I GL_RGBA_INTEGER GL_BYTE i8 i8 i8 i8 Y
GL_RGB10_A2UI GL_RGBA_INTEGER GL_UNSIGNED_INT_2_10_10_10_REV ui10 ui10 ui10 ui2 Y
GL_RGBA16UI GL_RGBA_INTEGER GL_UNSIGNED_SHORT ui16 ui16 ui16 ui16 Y
GL_RGBA16I GL_RGBA_INTEGER GL_SHORT i16 i16 i16 i16 Y
GL_RGBA32I GL_RGBA_INTEGER GL_INT i32 i32 i32 i32 Y
GL_RGBA32UI GL_RGBA_INTEGER GL_UNSIGNED_INT ui32 ui32 ui32 ui32 Y
Sized Internal Format Format Type Depth Bits Stencil Bits
GL_DEPTH_COMPONENT16 GL_DEPTH_COMPONENT GL_UNSIGNED_SHORT, GL_UNSIGNED_INT 16
GL_DEPTH_COMPONENT24 GL_DEPTH_COMPONENT GL_UNSIGNED_INT 24
GL_DEPTH_COMPONENT32F GL_DEPTH_COMPONENT GL_FLOAT f32
GL_DEPTH24_STENCIL8 GL_DEPTH_STENCIL GL_UNSIGNED_INT_24_8 24 8
GL_DEPTH32F_STENCIL8 GL_DEPTH_STENCIL GL_FLOAT_32_UNSIGNED_INT_24_8_REV f32 8


Table 2. Compressed Internal Formats
Compressed Internal Format Base Internal Format Image Size
GL_COMPRESSED_R11_EAC GL_RED ceil(width/4) * ceil(height/4) * 8
GL_COMPRESSED_SIGNED_R11_EAC GL_RED ceil(width/4) * ceil(height/4) * 8
GL_COMPRESSED_RG11_EAC GL_RG ceil(width/4) * ceil(height/4) * 16
GL_COMPRESSED_SIGNED_RG11_EAC GL_RG ceil(width/4) * ceil(height/4) * 16
GL_COMPRESSED_RGB8_ETC2 GL_RGB ceil(width/4) * ceil(height/4) * 8
GL_COMPRESSED_SRGB8_ETC2 GL_RGB ceil(width/4) * ceil(height/4) * 8
GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 GL_RGBA ceil(width/4) * ceil(height/4) * 8
GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 GL_RGBA ceil(width/4) * ceil(height/4) * 8
GL_COMPRESSED_RGBA8_ETC2_EAC GL_RGBA ceil(width/4) * ceil(height/4) * 16
GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC GL_RGBA ceil(width/4) * ceil(height/4) * 16


Errors

GL_INVALID_OPERATION is generated if the default texture object is curently bound to target.

GL_INVALID_OPERATION is generated if the texture object curently bound to target already has GL_TEXTURE_IMMUTABLE_FORMAT set to GL_TRUE.

GL_INVALID_ENUM is generated if internalformat is not a valid sized internal format.

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

GL_INVALID_VALUE is generated if width, height, depth or levels are less than 1.

GL_INVALID_OPERATION is generated if target is GL_TEXTURE_3D and levels is greater than log 2 max width , height , depth + 1 .

GL_INVALID_OPERATION is generated if target is GL_TEXTURE_2D_ARRAY and levels is greater than log 2 max width , height + 1 .

API Version Support

OpenGL ES API Version
Function Name 2.0 3.0 3.1
glTexStorage3D -
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