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<base href="https://bugs.freedesktop.org/" />
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<th>Priority</th>
<td>medium
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<tr>
<th>Bug ID</th>
<td><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Number of sampler uniforms vs. texture image units limit checking woes"
href="https://bugs.freedesktop.org/show_bug.cgi?id=79293">79293</a>
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<th>Assignee</th>
<td>idr@freedesktop.org
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<th>Summary</th>
<td>Number of sampler uniforms vs. texture image units limit checking woes
</td>
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<th>QA Contact</th>
<td>intel-3d-bugs@lists.freedesktop.org
</td>
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<th>Severity</th>
<td>minor
</td>
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<th>Classification</th>
<td>Unclassified
</td>
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<th>OS</th>
<td>All
</td>
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<th>Reporter</th>
<td>kenneth@whitecape.org
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<th>Hardware</th>
<td>Other
</td>
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<th>Status</th>
<td>NEW
</td>
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<th>Version</th>
<td>git
</td>
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<th>Component</th>
<td>glsl-compiler
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<th>Product</th>
<td>Mesa
</td>
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<pre>Today I discovered this code in linker.cpp:
if (sh->num_samplers > ctx->Const.Program[i].MaxTextureImageUnits) {
linker_error(prog, "Too many %s shader texture samplers",
_mesa_shader_stage_to_string(i));
}
This prevents you from using more sampler uniforms than you have texture units.
However, I'm failing to find any justification for doing that. Why can't I
create 40 sampler uniforms and bind them all to the same texture unit?
Note: I haven't seen this in a real application, just a Piglit test I was
developing to try and provoke a different bug I found.
Ian, feel free to reject this bug if I'm missing something in the specs.</pre>
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