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Bindless mode means you have a big table of all the texture objects in the GPU. Each of those texture objects is a GPU buffer. Buffers either belong to the GPU, and the CPU can't touch them, or they belong to the CPU, and the GPU can't touch them.
GPU/CPU buffer ownership and the bindless descriptor table need to be managed together.
All the targets WGPU currently supports seem to support bindless mode. Even OpenGL, since 2013, has offered it as an extension. You do need OpenGL 4 with extensions, though. Everything in current release seems to have full support now, via Vulkan, Metal, or OpenGL.
The future is bindless. Unreal Engine is now bindless-only, I think.
Overview
This issue tracks enabling various "bindless" functionality for the various native backends.
Partially bound descriptors
Validation
BindGroupLayoutEntry::count
Validation Does Not Check That Shader Uses Binding Arrays #3648Performance
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