[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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