GLBINDSAMPLERS(3G)
β¨ GLBINDSAMPLERS β¨
okay so bestie, this is a page from the 3G manual β the OpenGL one. buckle up, it's actually not that deep, but it IS iconic π
π NAME
glBindSamplers β bind one or more named sampler objects to a sequence of consecutive sampler units. yes, plural samplers, plural units, we're doing a whole batch at once, slay π
πΈ C SPECIFICATION
void glBindSamplers(GLuint first, GLsizei count,
const GLuint *samplers);
that's the whole signature, no cap. drop it straight into your code π«Ά
π PARAMETERS
firstβ the first sampler unit you wanna bind something to. like, the starting point of the whole operation β¨countβ how many samplers we're binding. the size of the squad πsamplersβ the address of an array holding the names of sampler objects that already exist. these are existing ones, bestie β not vibes, actual names πΈ
π¦ DESCRIPTION
glBindSamplers takes sampler names from an array of already-existing sampler objects and binds them to a bunch of consecutive sampler units. count is literally the number of sampler objects whose names live in the samplers array. so it reads that many names out of the array and binds them to the count consecutive sampler units starting from first. one big group-chat bind, fr fr π
now here's the part where you pay attention π if the name zero shows up in the samplers array, then any existing binding to that sampler unit gets reset. gone. ghosted. and any non-zero entry in samplers must be the name of an existing sampler object β no making up names, that's not the move. when a non-zero entry is there, that sampler object gets bound to the corresponding sampler unit. and if samplers is NULL, it's exactly as if you'd passed an appropriately sized array containing only zeros. same energy, zero effort π
and because the spec loves to be extra, glBindSamplers is equivalent to this pseudo code:
for (i = 0; i < count; i++) {
if (samplers == NULL) {
glBindSampler(first + i, 0);
} else {
glBindSampler(first + i, samplers[i]);
}
}
like, it literally is a lil for-loop in a trench coat π
here's the important nuance tho β each entry in samplers gets checked individually, and if one's found to be invalid, the state for that sampler unit won't change and you get an error. BUT β the state for the other sampler units referenced by the command still gets updated. so it's not all-or-nothing, it's very much "we move, but not for the bad one" π
π NOTES
glBindSamplers is available only if the GL version is 4.4 or higher. that's the vibe check β older GL need not apply π
π ERRORS
GL_INVALID_OPERATIONis generated iffirst + countis greater than the number of sampler units supported by the implementation. so watch your math bestie π₯GL_INVALID_OPERATIONis generated if any value insamplersis not zero or the name of an existing sampler object. zero or legit, there is no third option β¨
π ASSOCIATED GETS
glGet()with argumentGL_SAMPLER_BINDING
β VERSION SUPPORT
the table said: glBindSamplers as a function/feature name, across the OpenGL versions 2.0, 2.1, 3.0, 3.1, 3.2, 3.3, 4.0, 4.1, 4.2, 4.3, 4.4, 4.5 β and here's the breakdown:
2.0β-(nope)2.1β-(nope)3.0β-(nope)3.1β-(nope)3.2β-(nope)3.3β-(nope)4.0β-(nope)4.1β-(nope)4.2β-(nope)4.3β-(nope)4.4ββ(slay!!)4.5ββ(slay!!)
basically the β¨ era β¨ starts at 4.4 and we do not look back π
π§ SEE ALSO
glGenSamplers(), glBindSampler(), glDeleteSamplers(), glGet(), glSamplerParameter(), glGetSamplerParameter(), glGenTextures(), glBindTexture(), glDeleteTextures() β the whole friend group, go say hi π«Ά
π COPYRIGHT
Copyright Β© 2013-2014 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. http://opencontent.org/openpub/.
π COPYRIGHT (the sequel)
Copyright Β© 2013-2014 Khronos Group
and that's the whole page, bestie π source/version is [FIXME: source], dated 08/09/2021, and it ships under the 3G manual β mwah, go bind some samplers, periodt πβ¨
π¦ where this page comes from
- centos-stream 9: gl-manpages 1.1-24.20190306.el9 Β· MIT and Open Publication
- π girlified by deepseek-ai/DeepSeek-V4.1-Flash-1017 on : a language model's rewrite of the original, under its terms