IMAGELOAD(3G)

πŸ“¦
version 1.0~svn33624 Β· 4 versions
, in ubuntu jammy, ubuntu noble

✨ IMAGELOAD ✨

okay bestie, welcome to imageLoad(3G) β€” yes that's the manual page name, and yes it's lowkey iconic πŸ’… it lives in section 3G (that's the OpenGL shading language corner of the man-verse, iykyk). Grab a strawberry drink πŸ“ and let's get into it.


🌸 NAME 🌸

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 πŸŽ€


πŸ’– DECLARATION πŸ’–

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 ✨


πŸ¦‹ PARAMETERS πŸ¦‹

  • image β€” the image unit you're pulling a texel out of. specify it, bestie, she needs to know where to look 🫢
  • P β€” the coordinate you're loading that texel from. the vibe check location πŸ“
  • sample β€” when present, it says which sample inside the image to load

🌈 DESCRIPTION 🌈

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 😭


πŸ‘‘ VERSION SUPPORT πŸ‘‘

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: βœ”
  • 4.30: βœ”
  • 4.40: βœ”
  • 4.50: βœ”

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 πŸ’€βœ¨


πŸ’œ SEE ALSO πŸ’œ

the whole friend group, go say hi:

  • imageStore()
  • imageAtomicAdd()
  • imageAtomicMin()
  • imageAtomicMax()
  • imageAtomicAnd()
  • imageAtomicOr()
  • imageAtomicXor()
  • imageAtomicExchange()
  • imageAtomicCompSwap()

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/.


Copyright Β© 2011-2014 Khronos Group


ngl the copyright section really said "double text" and honestly? we respect the persistence πŸ™ˆ

and that's the page, bestie!! πŸ’– 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 🧚⭐

πŸ“¦ where this page comes from