glTexStorage3DMultisample

3G

glTexStorage3DMultisample

specify storage for a two-dimensional multisample array texture

# C Specification

                    void glTexStorage3DMultisample
                    GLenum target
                    GLsizei samples
                    GLenum internalformat
                    GLsizei width
                    GLsizei height
                    GLsizei depth
                    GLboolean fixedsamplelocations

## Parameters

`target`

- Specify the target of the operation. `target` must be `GL_TEXTURE_2D_MULTISAMPLE_ARRAY` or `GL_PROXY_TEXTURE_2D_MULTISAMPLE_MULTISAMPLE`.

`samples`

- Specify the number of samples in the texture.

`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 layers.

`fixedsamplelocations`

- Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will not depend on the internal format or size of the image.

## Description

`glTexStorage3DMultisample` specifies the storage requirements for a two-dimensional multisample array texture. Once a texture is specified with this command, its format and dimensions 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 immutable-format texture.

`samples` specifies the number of samples to be used for the texture and must be greater than zero and less than or equal to the value of `GL_MAX_SAMPLES`. `internalformat` must be a color-renderable, depth-renderable, or stencil-renderable format. `width` and `height` specify the width and height, respectively, of the texture and `depth` specifies the depth (or the number of layers) of the texture. If `fixedsamplelocations` is `GL_TRUE`, the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will not depend on the internal format or size of the image.

## Errors

`GL_INVALID_ENUM` is generated if `internalformat` is not a valid color-renderable, depth-renderable or stencil-renderable format.

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

`GL_INVALID_VALUE` is generated if `width` or `height` are less than 1 or greater than the value of `GL_MAX_TEXTURE_SIZE`.

`GL_INVALID_VALUE` is generated if `depth` is less than 1 or greater than the value of `GL_MAX_ARRAY_TEXTURE_LAYERS`.

`GL_INVALID_VALUE` is generated if `samples` is greater than the value of `GL_MAX_SAMPLES`.

`GL_INVALID_OPERATION` is generated if the value of `GL_TEXTURE_IMMUTABLE_FORMAT` for the texture bound to `target` is not `GL_FALSE`.

## Associated Gets

glGetInteger

with arguments `GL_MAX_TEXTURE_SIZE`, `GL_MAX_ARRAY_TEXTURE_LEVELS`, `GL_TEXTURE_VIEW_MIN_LAYER`, `GL_TEXTURE_VIEW_NUM_LAYERS`, or `GL_TEXTURE_IMMUTABLE_LEVELS`.

## See Also

glTexImage3D

,

glTexImage3DMultisample

,

glTexStorage1D

,

glTexStorage2DMultisample

,

glTexStorage3D

.

## Copyright

Copyright 2013 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/.