What Does GLSL textureQueryLevels Return?
In the OpenGL Shading Language (GLSL), the
textureQueryLevels function provides shaders with direct
runtime access to mipmap metadata by returning the total number of
mipmap levels present in a given texture. This article explains the
exact return value of textureQueryLevels, how it behaves
under various texture states, which sampler types it supports, and its
common practical uses in graphics pipelines.
The Return Value
The textureQueryLevels function returns a single integer
(int) representing the total number of accessible mipmap
levels for the specified texture sampler.
- Complete Textures: If a texture is complete and
contains mipmaps, the returned value is the count of levels, including
the base level (level 0). For instance, a texture with levels 0 through
4 will return
5. - Single-Level Textures: If a texture is complete but
only contains the base level without additional mipmaps, the function
returns
1. - Incomplete Textures: If the texture bound to the
sampler is not complete (for example, missing dimensions or incomplete
mipmap chains), the function returns
0.
Function Signatures and Supported Types
Introduced in GLSL 4.30 (and via the
GL_ARB_texture_query_levels extension),
textureQueryLevels accepts almost all standard sampler
types:
int textureQueryLevels(gsampler sampler);The gsampler placeholder represents floating-point,
signed integer (isampler), and unsigned integer
(usampler) variants of:
- 1D textures (
sampler1D,sampler1DArray) - 2D textures (
sampler2D,sampler2DArray,sampler2DRect) - 3D textures (
sampler3D) - Cube maps (
samplerCube,samplerCubeArray) - Shadow map samplers (e.g.,
sampler2DShadow,samplerCubeShadow)
The function cannot be used with multisampled textures
(sampler2DMS) or buffer textures
(samplerBuffer), as these texture formats do not support
mipmapping.
Practical Use Cases
Knowing the number of mipmap levels at shader runtime is valuable in several advanced rendering scenarios:
- LOD Clamping and Manual Calculation: It allows
shaders to manually clamp Level of Detail (LOD) parameters within valid
boundaries using functions like
textureLodortextureGrad. - Procedural Blending: Shaders can calculate normalized mip levels (from 0.0 to 1.0) across arbitrary textures regardless of their original resolution.
- Debugging and Validation: Developers can visualize whether mipmaps have been properly allocated and uploaded to the GPU directly within a fragment shader output.