I wonder if I could send a framebuffer image to a compute shader without loading the image from the framebuffer in the CPU side and then binding it to the compute pipeline again. Can I do it just through the GPU side? or can I just bind the framebuffer image or swapchain image to the compute shader? Is that legal?
When you say “framebuffer image” do you mean swapchain image, i.e. ones retrieved with vkGetSwapchainImagesKHR
?
Whether sampling from a swapchain image is allowed depends on the VkSurfaceCapabilitiesKHR.supportedUsageFlags
that you can query with vkGetPhysicalDeviceSurfaceCapabilitiesKHR
.
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OK, I just added the swapchain imageview to my descriptor binding. sampling from swap chain didn’t work for me on an integrated intel gpu, but I was able to do it on a good AMD GPU.
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