For now there is a working blocking version that creates a TextureArray from given files and one that does the same for given Textures. The texture version is very costly - because it doesn’t make use of staging textures I guess (couldn’t get that to work).
Neither version does work async. Would really appreciate if some wizard could get that working.
Maybe some completely different approach is necessary for it to work.
however, if you create the textures on GPU you can probably not set the immutable flag, which can be a big performance hit. so when you load textures and they aren’t dynamic, it’s better to rescale on CPU and create immutable textures. but not sure whether the stride image type has a resize method…
what exactly is happening here? Is this a shaderFX compute template that inherits from the external shader file? I was wondering how you output to “GPU float4”. Tried copying the code into a “_ComputeFX” file, but my shader outputs “iRenderer”. do I have do render the compute data like in beta? Or it this the only way to get the “GPU float4” datatype?