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:

Code cpp:
        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:

Code cpp:
        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...