[Mesa-dev] [PATCH 1/2] gallium: remove PIPE_CAP_MAX_COMBINED_SAMPLERS
Marek Olšák
maraeo at gmail.com
Tue Feb 4 01:18:55 CET 2014
Ilia,
I see you worked on nv30. Are vertex shader texture slots shared with
fragment shader texture slots on nv40? If yes, does the nouveau team
plan to implement vertex shader textures for nv40?
Marek
On Wed, Jan 22, 2014 at 9:36 PM, Marek Olšák <maraeo at gmail.com> wrote:
> On Mon, Jan 20, 2014 at 3:35 PM, Brian Paul <brianp at vmware.com> wrote:
>> I'm not sure about this. The concept of MAX_COMBINED_TEXTURE_IMAGE_UNITS
>> goes back to the first shader hardware where texture image units might be
>> shared between the VS and FS.
>>
>> The question is whether any of the hardware we care about has that
>> restriction.
>
> I'm not aware of any hardware which has the restriction. I think
> the reason MAX_COMBINED_TEXTURE_IMAGE_UNITS exists is that the OpenGL
> texture units are shared by all shader stages.
>
> Marek
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