OK, so from the _looks_ of it, vertex and fragment texture/sampler bindings are totally separate. Based on what I'm seeing, there are 16 slots for fragment shaders, and 4 for vertex shaders.
On Mon, Feb 3, 2014 at 8:51 PM, Ilia Mirkin <imir...@alum.mit.edu> wrote: > Hmmm... unclear from a quick read of the code. nv40_verttex.c looks at > nv30->fragprog.textures/samplers (instead of nv30->vertprog) to > disable VTXTEX_ENABLE, but doesn't do anything with them if they're > set. Could just be a copy-pasta situation, or could be that TEX_ENABLE > and VTXTEX_ENABLE can't be set for the same index... The > enables/formats/etc are all in separate registers, but there's nothing > saying that you can use both at the same time. I'll see if there's any > docs on it when I get home. > > Separately, the chances of major new features being implemented in > nv30 at this point are relatively low. I'm probably the only person > looking at it, and I'm just trying to make the current functionality > work (or at least be not as wrong). There's sitll quite some work > ahead in that regard -- > http://people.freedesktop.org/~imirkin/nv40-comparison/problems.html > > On Mon, Feb 3, 2014 at 7:58 PM, Marek Olšák <mar...@gmail.com> wrote: >> nv40 supports texturing in the vertex shader, but I don't know if the >> number of textures used by the vertex shader doesn't limit the maximum >> number of textures which can be used by the fragment shader. For >> example, if the vertex shaders uses 4 textures, the fragment shader >> can only use 12 instead of 16. I'm asking if nv40 has such a >> limitation. >> >> Thank you. >> >> Marek >> >> On Tue, Feb 4, 2014 at 1:37 AM, Ilia Mirkin <imir...@alum.mit.edu> wrote: >>> [+ben, nv30 driver author] >>> >>> On Mon, Feb 3, 2014 at 7:18 PM, Marek Olšák <mar...@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 <mar...@gmail.com> wrote: >>>>> On Mon, Jan 20, 2014 at 3:35 PM, Brian Paul <bri...@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 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev