It works for cubemaps, but when using with regular texture arrays it should use unbound buffer:
uint counter[];
And CPU must create either worst case buffer size (2K slices for most vendors) or use some sort of dynamic allocation when generating something new with bigger slice count than used so far.
FidelityFX-SPD/sample/src/VK/SPDIntegration.glsl
Line 50 in 7c796c6
It works for cubemaps, but when using with regular texture arrays it should use unbound buffer:
uint counter[];And CPU must create either worst case buffer size (2K slices for most vendors) or use some sort of dynamic allocation when generating something new with bigger slice count than used so far.