On Wed, Nov 22, 2017 at 10:28 PM, Ian Romanick <i...@freedesktop.org> wrote: > On 11/21/2017 10:01 AM, Marek Olšák wrote: >> From: Marek Olšák <marek.ol...@amd.com> >> >> This makes piglit/texunits fail, because we can't do glTexEnv and >> glGetTexEnv with 192 texture units anymore. Not that it ever made sense. > > It's just the test_texture_env subtest that fails, right? Does this > test pass on any closed-source drivers? I'm wondering if the test is > just wrong. glTexEnv and glGetTexEnv are about fragment processing. > The GL spec is pretty clear that the limit advertised by > GL_MAX_TEXTURE_IMAGE_UNITS applies to fragment shader usage. It seems > logical that fixed-function fragment processing would have the same unit > (though I haven't found anything to support this theory yet). > > Further, it's quite clear that GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS is > the count of total users of all texture units. Section 11.1.3.5 > (Texture Access) of the OpenGL 4.5 compatibility profile spec says: > > All active shaders, and fixed-function fragment processing if no > fragment shader is active, combined cannot use more than the value > of MAX_COMBINED_TEXTURE_IMAGE_UNITS texture image units. If more > than one pipeline stage accesses the same texture image unit, each > such access counts separately against the > MAX_COMBINED_TEXTURE_IMAGE_UNITS limit. > > Does that subtest pass with this change if you > s/MaxTextureCombinedUnits/MaxTextureImageUnits/ on lines 282 and 291?
It passes if I use MaxTextureCoordUnits. Marek _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev