<?xml version="1.0" encoding="UTF-8"?>
<rejected href="rejected/EXT_texture_storage/">
<name>EXT_texture_storage</name>
<contact> <a href="https://www.khronos.org/webgl/public-mailing-list/">WebGL
working group</a> (public_webgl 'at' khronos.org) </contact>
<contributors>
<contributor>Kirill Dmitrenko (dmikis 'at' yandex-team.ru)</contributor>
<contributor>Members of the WebGL working group</contributor>
</contributors>
<number>k</number>
<depends>
<api version="1.0"/>
<core version="2.0"/>
</depends>
<overview>
<mirrors href="http://www.khronos.org/registry/gles/extensions/EXT/EXT_texture_storage.txt"
name="EXT_texture_storage">
</mirrors>
<features>
<feature>
The behaviour of <code>texImage2D</code>,
<code>compressedTexImage2D</code> and <code>copyTexImage2D</code>
methods of a WebGL context is changed. After a successful call to <code>texStorage2DEXT</code>,
the value of <code>TEXTURE_IMMUTABLE_FORMAT_EXT</code> for this texture
object is set to <code>TRUE</code>, and no further changes to the dimensions
or format of the texture may be made. Using <code>texImage2D</code>,
<code>compressedTexImage2D</code>, <code>copyTexImage2D</code> or
<code>texStorage2DEXT</code> with the same texture will result
in the error <code>INVALID_OPERATION</code> being generated.
</feature>
</features>
</overview>
<idl xml:space="preserve">
interface EXT_texture_storage {
const GLenum TEXTURE_IMMUTABLE_FORMAT_EXT = 0x912F;
void texStorage2DEXT(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
}
</idl>
<newfun>
<function name="texStorage2DEXT" type="void">
<param name="target" type="GLenum"/>
<param name="levels" type="GLsizei"/>
<param name="internalformat" type="GLenum"/>
<param name="width" type="GLsizei"/>
<param name="height" type="GLsizei"/>
Simultaneously specify storage for all levels of a two-dimensional texture.
</function>
</newfun>
<history>
<revision date="2015/09/16">
<change>Initial revision</change>
</revision>
<revision date="2017/01/11">
<change>Moved to rejected now that initial WebGL 2.0 implementations are shipping imminently.</change>
</revision>
</history>
</rejected>