In my fragment shader I want to use non uniform integer to index textures. I discovered that it’s actually possible with the VK_EXT_descriptor_indexing
extension and shaderSampledImageArrayNonUniformIndexing
feature. I think I enabled it correctly by defining all required extensions and passing VkPhysicalDeviceDescriptorIndexingFeaturesEXT
with shaderSampledImageArrayNonUniformIndexing
set to true to VkDeviceCreateInfo
. However, it’s still doesn’t work because I can see that my textures are not sampled correctly. I think I have to do something in my GLSL source (enable extension maybe ?) but I don’t know what. Extensions and feature is available on my device according to caps viewer.
Yes, you need SPV_EXT_descriptor_indexing
SPIR-V extension, which means GL_EXT_nonuniform_qualifier
in GLSL. Then you probably need to qualify the variables as the extension says.
PS: the related SPIR-V and OGL extensions should always be mentioned in the Vulkan extension appendix in the specification for convenience.
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