Read/Write Mipmap levels in compute shader?

Is it possible to access (read and write) mip levels in a compute shader? I am trying to copy over an input TOP to the highest level mip level, then perform successive operations, copying those successive results lower and lower into the mip chain. Or at least that’s what I’m hoping is possible somehow.

From my research online so far, I see mention of reading/writing to mip/map levels from a binding/c++ level, but not from within the shader itself… Is that the case?


This is not currently exposed in the GLSL TOP, sorry. I’ll look into doing it in the 2021.30000 series though.

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Awesome! Thanks for the clarification.