Bindless variable length buffers #24481
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azureblaze
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I am working on a voxel rendering system, where a mesh has a "texture" that is an array of sparse voxel octree nodes in a storage buffer of varying length (ideally up to 64k):
I am trying to to make this texture bindless:
However, when trying to index into the texture array I think the shader compiler just gives up:
I guess because
textures[]is now an array of items with unknown size. I thoughtbinding_arrayis meant to handle this as it should contain pointers to the buffers, instead of being huge combined buffer.Solutions I can think of to get around this:
Is there some way that can get this to work?
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