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…