If I remember right, in OpenGL we could use an MSAA texture with 1x sampling. This is convenient when you have a shader written to handle multisampling, but you have MSAA disabled, because you don’t have to load a different shader just to handle this one setting.
In Vulkan, it seems that texture sampling is controlled purely by the VkSampleCountFlagBits value when a VkImage is created. Is it possible to somehow use a sampler2DMS in GLSL with a 1x sampled texture in Vulkan?