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View Full Version : Bindless TexImage/TexSubImage?



Dark Photon
06-18-2014, 01:27 PM
Working with ARB_bindless_texture, I just got to noticing: Is there no bindless/DSA way to update texture contents (e.g. TexSubImage/TexImage)? That is, without having to bind the texture to a texture unit?


Something like this:


void glMultiTexSubImage2DBindlessEXT( GLuint tex_name,
int level, int xoffset, int yoffset,
sizei width, sizei height,
enum format, enum type,
const void *pixels);


Either that or replacing the first handle with a texture handle:


void glMultiTexSubImage2DBindlessEXT( uint64 tex_handle,
int level, int xoffset, int yoffset,
sizei width, sizei height,
enum format, enum type,
const void *pixels);


I was expecting to be able to ditch glBindTexture/glBindMultiTextureEXT and the whole concept of texture units altogether...

mhagain
06-18-2014, 02:53 PM
glTextureSubImage2DEXT will do it.

Dark Photon
06-19-2014, 06:17 AM
Thanks! I missed seeing that.