There are three basic kinds of image formats: color, depth, and depth/stencil. Unless otherwise specified, all formats can be used for textures and renderbuffers equally. Also, unless otherwise specified, all formats can be multisampled equally.
Colors in OpenGL are stored in RGBA format. That is, each color has a Red, Green, Blue, and Alpha component. The Alpha value does not have an intrinsic meaning; it only does what the shader that uses it wants to. Usually, Alpha is used as a translucency value, but it depends on what the shader does with that value.
Color formats can be stored in one of 3 ways: normalized integers, floating-point, or integral. Both normalized integer and floating-point formats will resolve, in the shader, to a vector of floating-point values, whereas integral formats will resolve to a vector of integers.
Normalized integer formats themselves are broken down into 2 kinds: unsigned normalized and signed normalized. Unsigned normalized formats store floating-point values between 0 and 1 by converting them into integers on the range [0, MAX_INT], where MAX_INT is the largest integer for the bitdepth of that integers. For example, let's say you have a normalized integer color format that stores each component in 8 bits. If the value of a component is the integer 128, then the value it returns is 128/255, or 0.502.
Signed normalized integer formats store the values [-1, 1], by mapping signed integers on the range [MIN_INT, MAX_INT], where MIN_INT is the largest negative integer for the bitdepth in 2's compliment, while MAX_INT is the largest positive integer for the bitdepth in 2's compliment.
Image formats do not have to store each component. When the shader samples such a texture, it will still resolve to a 4-value RGBA vector. The components not stored by the image format are filled in automatically. Zeros are used if R, G, or B is missing, while a missing Alpha always resolves to 1.
OpenGL has a particular syntax for writing its color formats. As with all OpenGL enumerants, it starts with "GL_". Following that is a list of the components that the format should store. OpenGL only allows "RED", "RG", "RGB", or "RGBA"; other combinations are not allowed. Following that is the bitdepth for each component. Thus, if you want an 8-bit-per-component image format, you would say "GL_RGBA8". Following that is a field indicating the storage mechanism. No storage mechanism means normalized unsigned integers. For the other forms, there are:
- "F": Floating-point. Thus, "GL_RGBA32F" is a floating-point format where each component is a 32-bit IEEE floating-point value.
- "I": Signed integral format. Thus "GL_RGBA8I" gives a signed integer format where each of the four components is an integer on the range [-128, 127].
- "UI": Unsigned integral format.
- "_SNORM": Signed normalized integer format.
For each type of color format, there is a limit on the available bitdepths per component:
|format type||bitdepths per component|
|unsigned normalized (no suffix)||2*, 4*, 5*, 8, 16|
|signed normalized||8, 16|
|unsigned integral||8, 16, 32|
|signed integral||8, 16, 32|
|floating point||16, 32|
* These values are restricted to "RGB" and "RGBA" only. You cannot say "GL_RG4". In the case of 2, it is restricted to "RGBA" only.
16-bit per-channel floating-point is also called "half-float". There is an article on the specifics of these formats.
The bitdepth can also be omitted as well, but only unsigned normalized formats. Doing so gives OpenGL the freedom to pick a bitdepth. It's generally best to select one for yourself though.
Special color formats
There are a number of color formats that exist outside of the normal mileu described above.
- GL_R3_G3_B2: Normalized integer, with 3 bits for R and G, but only 2 for B.
- GL_RGB5_A1: 5 bits each for RGB, 1 for Alpha. This format is generally trumped by compressed formats (see below), which give greater than 16-bit quality in much less than 16-bits of color.
- GL_RGB10_A2: 10 bits each for RGB, 2 for Alpha. This is often a useful format for framebuffers, if you do not need a high-precision alpha value. It carries more color depth, thus preserving subtle gradations. It is also a required format (see below), so you can count on it being present.
- GL_R11F_G11F_B10F: This uses special 11 and 10-bit floating-point values. An 11-bit float has no sign-bit; it has 6 bits of mantissa and 5 bits of exponent. A 10-bit float has no sign-bit, 5 bits of mantissa and 5 bits of exponent. This is very economical for floating-point values, since it uses only 32-bits per value, so As long as your floating-point data will fit.
- GL_RGB9_E5: This one is complicated. It is an RGB format of type floating-point. The 3 color values have 9 bits of precision, and they share a single exponent. The computation for these values is not as simple as for GL_R11F_G11F_B10F, and they aren't appropriate for everything. But they can provide better results than that format if most of the colors in the image have approximately the same exponent, or are too small to be significant. This is a required format, but it is not required for renderbuffers.
Normally, colorspaces are assumed to be linear. However, it is often useful to provide color values in non-linear colorspaces. OpenGL provides support for the sRGB colorspace with two formats:
- GL_SRGB8: sRGB image with no alpha.
- GL_SRGB8_ALPHA8: sRGB image with a linear Alpha.
These are normalized integer formats.
When used as a render target, OpenGL will automatically convert the output colors into the sRGB colorspace. The alpha will be written as given.
Texture compression is a valuable memory-saving tool, one that you should use whenever it is applicable. There are two kinds of compressed formats in OpenGL: generic and specific.
Generic formats don't have any particular internal representation. OpenGL implementations are free to do whatever it wants to the data, including using a regular uncompressed format if it so desires. You cannot precompute compressed data and upload it with the
glCompressedTexSubImage* functions. Instead, these rely on the driver to compress the data for you.
The generic formats use the following form:
Where type can be "RED", "RG", "RGB", "RGBA", "SRGB" or "SRGB_ALPHA". The last two represent generic colors in the sRGB colorspace.
The specific compressed formats required by OpenGL are of the form:
RGTC is a special compressed format described in Red Green Texture Compression. The valid type values are "RED", "SIGNED_RED", "RG" and "SIGNED_RG". These are all normalized formats, so the difference between signed and not signed is just the difference between unsigned normalized and signed normalized.
Despite being color formats, compressed images are not color-renderable, for obvious reasons. Therefore, attaching a compressed image to a framebuffer object will cause that FBO to be incomplete and thus unusable. For similar reasons, no compressed formats can be used as the internal format of renderbuffers.
The extension GL_EXT_texture_compression_s3tc covers the popular DXT formats. It is not technically a core feature, but virtually every implementation of OpenGL written in the last 10 years uses it. It is thus a ubiquitous extension.
This extension provides 4 specific compressed formats. It implements what DirectX calls DXT1, 3, and 5. It has two versions of DXT1: one with a single-bit alpha, and one without.
The formats are: GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_ COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, and GL_COMPRESSED_RGBA_S3TC_DXT5_EXT.
These image formats store depth information. There are two kinds of depth formats: normalized integer and floating-point. The normalized integer versions work similar to normalized integers for color formats; they may the integer range onto the depth values [0, 1]. The floating-point version can store any 32-bit floating-point value.
What makes the 32-bit float depth texture particularly interesting is that, as a depth texture format, it can be used with the so-called "shadow" texture lookup functions. Color formats cannot be used with these texture functions.
The available formats are: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT_32F.
Depth stencil formats
These image formats are combined depth/stencil formats. They allow you to allocate a stencil buffer along with a depth buffer.
This does not mean that you can access stencil values in a shader. Sampling from a depth/stencil texture works exactly as though it were a depth only texture. The stencil buffer is only there as part of the storage.
There are only 2 depth/stencil formats, each providing 8 stencil bits: GL_DEPTH24_STENCIL8 and GL_DEPTH32F_STENCIL8.
The OpenGL specification is fairly lenient about what image formats OpenGL implementations provide. It allows implementations to fall-back to other formats transparently, even when doing so would degrade the visual quality of the image due to being at a lower bitdepth.
However, the specification also provides a list of formats that must be supported exactly as is. That is, the implementation must support the number of components, and it must support the bitdepth in question, or a larger one. The implementation is forbidden to lose information from these formats. So, while an implementation may choose to turn GL_RGB4 into GL_R3_G3_B2, it is not permitted to turn GL_RGB8 into GL_RGB4 internally.
These formats should be regarded as perfectly safe for use.
Legacy Image Formats
As with other deprecated functionality, it is advised that you not rely on these features.
Luminance and intensity formats are color formats. They are one or two channel formats like RED or RG, but they specify particular behavior.
When a GL_RED format is sampled in a shader, the resulting vec4 is (Red, 0, 0, 1). When a GL_INTENSITY format is sampled, the resulting vec4 is (I, I, I, I). The single intensity value is read into all four components. For GL_LUMINANCE, the result is (L, L, L, 1). There is also a two-channel GL_LUMINANCE_ALPHA format, which gives (L, L, L, A).
This was more useful in the pre-shader days, when converting a single-channel image into a multi-channel image was harder than doing a swizzle mask like:
The extension GL_EXT_texture_swizzle allows you to replicate this functionality, but in a more generic way. You can set a swizzle mask on a per-texture basis.