Bindless textures can “store”

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I don’t know how I missed this when Nvidia released NV_bindless_texture, I guess because all the samples I saw used bindless textures to demonstrate a ridiculous number of texture reads. But I realized when reading the recently released ARB_bindless_texture extension that they can also be used to “store,” or write, to a very large number of textures (using ARB_shader_image_load_store functionality). Which finally gets rid of that extremely pesky MAX_IMAGE_UNITS limitation I’ve been complaining about. The only downside is that I can no longer run my program at home on my GTX 480.

One thought on “Bindless textures can “store”

    Jorge said:
    December 2, 2014 at 6:37 am

    Have you tried this combination? We are having some issues when passing the handle from a bindless image to an image load/store command in a GLSL fragment shader.. (error C7011: implicit cast from “uint64_t” to “int”). We have tried multiple inputs to receive and cast the handlers to images like:

    layout(binding = MATERIAL) uniform material
    uvec2 Diffuse[NUM_TEXTURES];
    } Material;

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