Is your feature request related to a problem? Please describe.
When using a readonly image2D uniform in a shader with imageStore(), there is currently no way of binding a specific mip-level to write to. It seems to be possible though with some graphics APIs and can be handy for a series of downsampling operations for example.
Describe the solution you'd like
A setTexture() function with a parameter to specify the mip level.
Describe alternatives you've considered
Using individual textures for each mip level, as for my concrete use case (downsampling an image) mip levels are not required and I only need one level per shader dispatch because each operation requires the result of the previous iteration.
Is your feature request related to a problem? Please describe.
When using a
readonly image2Duniform in a shader withimageStore(), there is currently no way of binding a specific mip-level to write to. It seems to be possible though with some graphics APIs and can be handy for a series of downsampling operations for example.Describe the solution you'd like
A
setTexture()function with a parameter to specify the mip level.Describe alternatives you've considered
Using individual textures for each mip level, as for my concrete use case (downsampling an image) mip levels are not required and I only need one level per shader dispatch because each operation requires the result of the previous iteration.