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Thread: Bindless Textures support?

  1. #11
    Senior Member OpenGL Guru
    Join Date
    Oct 2004
    Quote Originally Posted by Alfonse Reinheart View Post
    With arrays of samplers (note: not the same thing as an array texture), Vulkan can accomplish the effective equivalent of bindless textures: the ability to pass a number to a shader, which gets converted into a texture via some mechanism.
    Thanks for clarifying that one! I definitely missed that subtlety.

    So long as there are no restrictions on the internal formats, resolutions, MIPmaps, nor sampler parameters of the textures placed in a Vulkan "array of samplers", that certainly sounds like it provides roughly equivalent functionality (given that Vulkan already gives you explicit control of residency).
    Last edited by Dark Photon; 02-11-2019 at 08:06 PM.

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