Switching to bindless textures involves transitioning from traditional bound texture methods to a bindless approach. This allows for more efficient management of numerous textures, as it removes the need to bind textures to specific slots before drawing. This change can significantly improve performance and flexibility in rendering complex scenes with many textures.
Switching to bindless textures involves transitioning from traditional bound texture methods to a bindless approach. This allows for more efficient management of numerous textures, as it removes the need to bind textures to specific slots before drawing. This change can significantly improve performance and flexibility in rendering complex scenes with many textures.
The samplers have been switched to bindless, so there is some example code: https://github.com/PanosK92/SpartanEngine/blob/076636d560946aaabdd5b88536274b30deaa4806/runtime/RHI/Vulkan/Vulkan_Device.cpp#L421C8-L421C8