#Constant Sampler in GLSL
2 messages · Page 1 of 1 (latest)
SPIR-V covers opengl, vulkan and opencl, not all of them have the same features and as far as I can tell, this is labeled as kernel not shader which suggest it is a opencl thing
2 messages · Page 1 of 1 (latest)
Today I discovered that there are constant samplers in SPIR-V that can be described directly in the shader (SPIR-V Capability: LiteralSampler). The question arises: why is there no GLSL extension for creating constant samplers yet?
SPIR-V covers opengl, vulkan and opencl, not all of them have the same features and as far as I can tell, this is labeled as kernel not shader which suggest it is a opencl thing