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+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "xhtml1-transitional.dtd">
+<!-- saved from url=(0013)about:internet -->
+<?xml-stylesheet type="text/xsl" href="mathml.xsl"?><html xmlns="http://www.w3.org/1999/xhtml" xmlns:pref="http://www.w3.org/2002/Math/preference" pref:renderer="mathplayer-dl"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /><link rel="stylesheet" type="text/css" href="opengl-man.css" /><title>glTexStorage1D - OpenGL 4 Reference Pages</title><meta name="generator" content="DocBook XSL Stylesheets V1.69.1" /></head><body><div class="refentry" lang="en" xml:lang="en"><a id="glTexStorage1D"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>glTexStorage1D — simultaneously specify storage for all levels of a one-dimensional texture</p></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0"><tr><td><code class="funcdef">void <b class="fsfunc">glTexStorage1D</b>(</code></td><td>GLenum </td><td><var class="pdparam">target</var>, </td></tr><tr><td> </td><td>GLsizei </td><td><var class="pdparam">levels</var>, </td></tr><tr><td> </td><td>GLenum </td><td><var class="pdparam">internalformat</var>, </td></tr><tr><td> </td><td>GLsizei </td><td><var class="pdparam">width</var><code>)</code>;</td></tr></table></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="parameters"></a><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><em class="parameter"><code>target</code></em></span></dt><dd><p>
+ Specify the target of the operation. <em class="parameter"><code>target</code></em> must be
+ either <code class="constant">GL_TEXTURE_1D</code> or <code class="constant">GL_PROXY_TEXTURE_1D</code>.
+ </p></dd><dt><span class="term"><em class="parameter"><code>levels</code></em></span></dt><dd><p>
+ Specify the number of texture levels.
+ </p></dd><dt><span class="term"><em class="parameter"><code>internalformat</code></em></span></dt><dd><p>
+ Specifies the sized internal format to be used to store texture image data.
+ </p></dd><dt><span class="term"><em class="parameter"><code>width</code></em></span></dt><dd><p>
+ Specifies the width of the texture, in texels.
+ </p></dd></dl></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="description"></a><h2>Description</h2><p>
+ <code class="function">glTexStorage1D</code> specifies the storage requirements for all levels
+ of a one-dimensional texture simultaneously. Once a texture is specified with this
+ command, the format and dimensions of all levels 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 <span class="emphasis"><em>immutable-format</em></span>
+ texture.
+ </p><p>
+ Calling <code class="function">glTexStorage1D</code> is equivalent, assuming no errors are generated,
+ to executing the following pseudo-code:
+ </p><pre class="programlisting"> for (i = 0; i < levels; i++)
+ {
+ glTexImage1D(target, i, internalformat, width, 0, format, type, NULL);
+ width = max(1, (width / 2));
+ }</pre><p>
+ Since no texture data is actually provided, the values used in the pseudo-code
+ for <em class="parameter"><code>format</code></em> and <em class="parameter"><code>type</code></em> are
+ irrelevant and may be considered to be any values that are legal for the
+ chosen <em class="parameter"><code>internalformat</code></em> enumerant. <em class="parameter"><code>internalformat</code></em>
+ must be one of the sized internal formats given in Table 1 below, one of the sized depth-component
+ formats <code class="constant">GL_DEPTH_COMPONENT32F</code>, <code class="constant">GL_DEPTH_COMPONENT24</code>, or
+ <code class="constant">GL_DEPTH_COMPONENT16</code>, or one of the combined depth-stencil formats,
+ <code class="constant">GL_DEPTH32F_STENCIL8</code>, or <code class="constant">GL_DEPTH24_STENCIL8</code>. Upon success,
+ the value of <code class="constant">GL_TEXTURE_IMMUTABLE_FORMAT</code> becomes
+ <code class="constant">GL_TRUE</code>. The value of <code class="constant">GL_TEXTURE_IMMUTABLE_FORMAT</code>
+ may be discovered by calling <a href="glGetTexParameter.xml"><span class="citerefentry"><span class="refentrytitle">glGetTexParameter</span></span></a>
+ with <em class="parameter"><code>pname</code></em> set to <code class="constant">GL_TEXTURE_IMMUTABLE_FORMAT</code>.
+ 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 <a href="glTexImage1D.xml"><span class="citerefentry"><span class="refentrytitle">glTexImage1D</span></span></a> or
+ another call to <code class="function">glTexStorage1D</code>) will result in the
+ generation of a <code class="constant">GL_INVALID_OPERATION</code> error, even if it
+ would not, in fact, alter the dimensions or format of the object.
+ </p><p>
+ </p><div class="table"><a id="id4876426"></a><p class="title"><b>Table 1. Sized Internal Formats</b></p><table summary="Sized Internal Formats" border="1"><colgroup><col align="left" /><col align="left" /><col align="center" /><col align="center" /><col align="center" /><col align="center" /><col align="center" /></colgroup><thead><tr><th align="left"><span class="bold"><strong>
+ Sized Internal Format
+ </strong></span></th><th align="left"><span class="bold"><strong>
+ Base Internal Format
+ </strong></span></th><th align="left"><span class="bold"><strong>
+ Red Bits
+ </strong></span></th><th align="left"><span class="bold"><strong>
+ Green Bits
+ </strong></span></th><th align="left"><span class="bold"><strong>
+ Blue Bits
+ </strong></span></th><th align="left"><span class="bold"><strong>
+ Alpha Bits
+ </strong></span></th><th align="left"><span class="bold"><strong>
+ Shared Bits
+ </strong></span></th></tr></thead><tbody><tr><td align="left"><code class="constant">GL_R8</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="center">8</td><td align="center"> </td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_R8_SNORM</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="center">s8</td><td align="center"> </td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_R16</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="center">16</td><td align="center"> </td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_R16_SNORM</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="center">s16</td><td align="center"> </td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RG8</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="center">8</td><td align="center">8</td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RG8_SNORM</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="center">s8</td><td align="center">s8</td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RG16</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="center">16</td><td align="center">16</td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RG16_SNORM</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="center">s16</td><td align="center">s16</td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_R3_G3_B2</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">3</td><td align="center">3</td><td align="center">2</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB4</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">4</td><td align="center">4</td><td align="center">4</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB5</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">5</td><td align="center">5</td><td align="center">5</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB8</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">8</td><td align="center">8</td><td align="center">8</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB8_SNORM</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">s8</td><td align="center">s8</td><td align="center">s8</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB10</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">10</td><td align="center">10</td><td align="center">10</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB12</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">12</td><td align="center">12</td><td align="center">12</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB16_SNORM</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">16</td><td align="center">16</td><td align="center">16</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA2</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">2</td><td align="center">2</td><td align="center">2</td><td align="center">2</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA4</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">4</td><td align="center">4</td><td align="center">4</td><td align="center">4</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB5_A1</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">5</td><td align="center">5</td><td align="center">5</td><td align="center">1</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA8</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">8</td><td align="center">8</td><td align="center">8</td><td align="center">8</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA8_SNORM</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">s8</td><td align="center">s8</td><td align="center">s8</td><td align="center">s8</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB10_A2</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">10</td><td align="center">10</td><td align="center">10</td><td align="center">2</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB10_A2UI</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">ui10</td><td align="center">ui10</td><td align="center">ui10</td><td align="center">ui2</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA12</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">12</td><td align="center">12</td><td align="center">12</td><td align="center">12</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA16</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">16</td><td align="center">16</td><td align="center">16</td><td align="center">16</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_SRGB8</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">8</td><td align="center">8</td><td align="center">8</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_SRGB8_ALPHA8</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">8</td><td align="center">8</td><td align="center">8</td><td align="center">8</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_R16F</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="center">f16</td><td align="center"> </td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RG16F</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="center">f16</td><td align="center">f16</td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB16F</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">f16</td><td align="center">f16</td><td align="center">f16</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA16F</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">f16</td><td align="center">f16</td><td align="center">f16</td><td align="center">f16</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_R32F</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="center">f32</td><td align="center"> </td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RG32F</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="center">f32</td><td align="center">f32</td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB32F</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">f32</td><td align="center">f32</td><td align="center">f32</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA32F</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">f32</td><td align="center">f32</td><td align="center">f32</td><td align="center">f32</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_R11F_G11F_B10F</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">f11</td><td align="center">f11</td><td align="center">f10</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB9_E5</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">9</td><td align="center">9</td><td align="center">9</td><td align="center"> </td><td align="center">5</td></tr><tr><td align="left"><code class="constant">GL_R8I</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="center">i8</td><td align="center"> </td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_R8UI</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="center">ui8</td><td align="center"> </td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_R16I</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="center">i16</td><td align="center"> </td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_R16UI</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="center">ui16</td><td align="center"> </td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_R32I</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="center">i32</td><td align="center"> </td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_R32UI</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="center">ui32</td><td align="center"> </td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RG8I</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="center">i8</td><td align="center">i8</td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RG8UI</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="center">ui8</td><td align="center">ui8</td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RG16I</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="center">i16</td><td align="center">i16</td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RG16UI</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="center">ui16</td><td align="center">ui16</td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RG32I</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="center">i32</td><td align="center">i32</td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RG32UI</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="center">ui32</td><td align="center">ui32</td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB8I</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">i8</td><td align="center">i8</td><td align="center">i8</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB8UI</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">ui8</td><td align="center">ui8</td><td align="center">ui8</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB16I</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">i16</td><td align="center">i16</td><td align="center">i16</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB16UI</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">ui16</td><td align="center">ui16</td><td align="center">ui16</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB32I</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">i32</td><td align="center">i32</td><td align="center">i32</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB32UI</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">ui32</td><td align="center">ui32</td><td align="center">ui32</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA8I</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">i8</td><td align="center">i8</td><td align="center">i8</td><td align="center">i8</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA8UI</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">ui8</td><td align="center">ui8</td><td align="center">ui8</td><td align="center">ui8</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA16I</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">i16</td><td align="center">i16</td><td align="center">i16</td><td align="center">i16</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA16UI</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">ui16</td><td align="center">ui16</td><td align="center">ui16</td><td align="center">ui16</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA32I</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">i32</td><td align="center">i32</td><td align="center">i32</td><td align="center">i32</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA32UI</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">ui32</td><td align="center">ui32</td><td align="center">ui32</td><td align="center">ui32</td><td align="center"> </td></tr></tbody></table></div><p>
+ </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="errors"></a><h2>Errors</h2><p>
+ <code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>internalformat</code></em> is not a
+ valid sized internal format.
+ </p><p>
+ <code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>target</code></em> is not
+ <code class="constant">GL_TEXTURE_1D</code> or <code class="constant">GL_TEXTURE_2D</code>.
+ </p><p>
+ <code class="constant">GL_INVALID_VALUE</code> is generated if <em class="parameter"><code>width</code></em> or <em class="parameter"><code>levels</code></em>
+ are less than 1.
+ </p><p>
+ <code class="constant">GL_INVALID_OPERATION</code> is generated if <em class="parameter"><code>levels</code></em> is greater than <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
+ <mml:mrow>
+ <mml:mfenced open="⌊" close="⌋">
+ <mml:mrow>
+ <mml:msub>
+ <mml:mi>log</mml:mi>
+ <mml:mn>2</mml:mn>
+ </mml:msub>
+ <mml:mfenced open="(" close=")">
+ <mml:mi>width</mml:mi>
+ </mml:mfenced>
+ </mml:mrow>
+ </mml:mfenced>
+ <mml:mo>+</mml:mo>
+ <mml:mn>1</mml:mn>
+ </mml:mrow>
+</mml:math>.
+ </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="seealso"></a><h2>See Also</h2><p>
+ <a href="glTexImage1D.xml"><span class="citerefentry"><span class="refentrytitle">glTexImage1D</span></span></a>,
+ <a href="glTexStorage2D.xml"><span class="citerefentry"><span class="refentrytitle">glTexStorage2D</span></span></a>,
+ <a href="glTexStorage3D.xml"><span class="citerefentry"><span class="refentrytitle">glTexStorage3D</span></span></a>.
+ </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="Copyright"></a><h2>Copyright</h2><p>
+ Copyright <span class="trademark"></span>© 2011 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.
+ <a href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
+ </p></div></div></body></html>