IMAGELOAD(3G)
β¨ IMAGELOAD β¨
okay bestie, welcome to imageLoad(3G) β yes that's the manual page name, and yes it's lowkey iconic π
it lives in section 3G (that's the OpenGL shading language corner of the man-verse, iykyk). Grab a strawberry drink π and let's get into it.
πΈ NAME πΈ
imageLoad β load a single texel from an image
like. one texel. that's the whole job. she's focused, she's minimal, she serves π
π DECLARATION π
here's every single overload she comes in, no cap, all eleven of them, copy-pasted exactly because we do not paraphrase code in this house:
gvec4 imageLoad(gimage1D image, int P);
gvec4 imageLoad(gimage2D image, ivec2 P);
gvec4 imageLoad(gimage3D image, ivec3 P);
gvec4 imageLoad(gimage2DRect image, ivec2 P);
gvec4 imageLoad(gimageCube image, ivec3 P);
gvec4 imageLoad(gbufferImage image, int P);
gvec4 imageLoad(gimage1DArray image, ivec2 P);
gvec4 imageLoad(gimage2DArray image, ivec3 P);
gvec4 imageLoad(gimageCubeArray image, ivec3 P);
gvec4 imageLoad(gimage2DMS image, ivec2 P, int sample);
gvec4 imageLoad(gimage2DMSArray image, ivec3 P, int sample);
notice how the multi-sample girlies get an extra int sample at the end? main character energy fr fr β¨
π¦ PARAMETERS π¦
imageβ the image unit you're pulling a texel out of. specify it, bestie, she needs to know where to look π«ΆPβ the coordinate you're loading that texel from. the vibe check location πsampleβ when present, it says which sample inside the image to load
π DESCRIPTION π
so imageLoad loads the texel sitting at coordinate P from the image unit image. periodt.
for multi-sample loads, the sample number is given by sample.
and here's the tea: when image, P, and sample identify a valid texel, the bits used to represent the selected texel in memory get converted to a vec4, ivec4, or uvec4 in the manner described in the OpenGL Specification, and then returned to you. that's it. that's the function. she ate and left no crumbs π
π VERSION SUPPORT π
okay so the original had a whole big grid situation, and I'm giving it to you as a list because tables are not the vibe here, but every single number is intact, do not come for me:
- Function name:
imageLoad - OpenGL Shading Language Version 1.10:
- - 1.20:
- - 1.30:
- - 1.40:
- - 1.50:
- - 3.30:
- - 4.00:
- - 4.10:
- - 4.20:
β - 4.30:
β - 4.40:
β - 4.50:
β
so basically she was ghosting everyone until GLSL 4.20, and then she showed up and stayed. the way that 4.20 is her debut era πβ¨
π SEE ALSO π
the whole friend group, go say hi:
imageStore()imageAtomicAdd()imageAtomicMin()imageAtomicMax()imageAtomicAnd()imageAtomicOr()imageAtomicXor()imageAtomicExchange()imageAtomicCompSwap()
π COPYRIGHT π
Copyright Β© 2011-2014 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 (yes, again) π
Copyright Β© 2011-2014 Khronos Group
ngl the copyright section really said "double text" and honestly? we respect the persistence π
and that's the page, bestie!! π source info: [FIXME: source], dated 01/03/2018, and she goes by IMAGELOAD(3G) around these parts. slay, go load a texel, drink water, ily π§β
π¦ where this page comes from
- ubuntu jammy: opengl-4-man-doc 1.0~svn33624-1 Β· SGI-Free-Software-B-License-2
- ubuntu noble: opengl-4-man-doc 1.0~svn33624-1 Β· SGI-Free-Software-B-License-2
- π girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms