[Bug 79293] New: Number of sampler uniforms vs. texture image units limit checking woes

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Tue May 27 00:59:02 PDT 2014


https://bugs.freedesktop.org/show_bug.cgi?id=79293

          Priority: medium
            Bug ID: 79293
          Assignee: idr at freedesktop.org
           Summary: Number of sampler uniforms vs. texture image units
                    limit checking woes
        QA Contact: intel-3d-bugs at lists.freedesktop.org
          Severity: minor
    Classification: Unclassified
                OS: All
          Reporter: kenneth at whitecape.org
          Hardware: Other
            Status: NEW
           Version: git
         Component: glsl-compiler
           Product: Mesa

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.

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