opengl - Determining the Storage type of an Image3D at runtime -
i have shader takes image3d uniform input, storage type hardcoded r8. however, data passed main program going r16f , r32f. possible pass shader in other format type data stored @ runtime? have layout (r8, binding = 0) uniform image3d data;
the reading format hard-coded image, since shader may have special work based on format.
the have several image variables, each different bindings , formats. you'd bind same image of them, , pick 1 read based on uniform.
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