On Mon, Jan 2, 2012 at 4:40 PM, Marek Olšák <mar...@gmail.com> wrote: > On Mon, Jan 2, 2012 at 3:31 PM, Dave Airlie <airl...@gmail.com> wrote: >> On Mon, Jan 2, 2012 at 1:07 PM, Marek Olšák <mar...@gmail.com> wrote: >>> Fetching int as float and vice versa is not allowed. >>> Fetching unsigned int as signed int and vice versa is not allowed either. >> >> The first is true, the second isn't, otherwise I'd have implemented >> this that way. >> >>> Doing conversions like that isn't allowed in OpenGL. >> >> I don't have chapter/verse but EXT_texture_integer doesn't seem to >> disallow this. > > EXT_texture_integer doesn't, but that extension doesn't define the new > GLSL samplers, it only requires EXT_gpu_shader4. > > See this part from EXT_gpu_shader4 (modifications to section 8.7 of > the GLSL spec): > > Table 8.xxx lists the supported combinations of sampler types and > texture internal formats. > > texture > internal default (float) integer unsigned integer > format sampler sampler sampler > float vec4 n/a n/a > normalized vec4 n/a n/a > signed int n/a ivec4 n/a > unsigned int n/a n/a uvec4 > > That is, no conversions are allowed. The pack/unpack stuff is > different, because it doesn't involve shaders. I have no opinion on > whether we should be that strict in u_format or not. Being strict may > later prevent making programming mistakes though.
Did you mean samplers instead of shaders in that sentence? if so I probably agree that its fine then. Also I'd agree with starting simple and only enabling the conversions if something comes up later, so with that, Reviewed-by: Dave Airlie <airl...@redhat.com> Dave. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev