[Mesa-dev] [PATCH 1/2] gallium: remove PIPE_CAP_MAX_COMBINED_SAMPLERS

Ilia Mirkin imirkin at alum.mit.edu
Tue Feb 4 01:37:26 CET 2014


[+ben, nv30 driver author]

On Mon, Feb 3, 2014 at 7:18 PM, Marek Olšák <maraeo at gmail.com> wrote:
> 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?

Unfortunately my knowledge of these things is... limited. I haven't
really touched the nv30 shader stuff much, esp not relating to
textures. Ben, do you know what Marek is talking about? If not, I'll
try to investigate.

Marek -- perhaps you can give me an example of what you mean? Are you
talking about, e.g. texture(sampler2D, ...), and whether one can do
that from within the vertex shader and whether one can attach those
samplers/textures to vs/fs independently or not? (Sorry, my knowledge
of opengl and 3d hardware and esp terminology is still very poor. But
I'm learning...)

>
> 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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