On Tue, Feb 4, 2014 at 1:22 PM, Ilia Mirkin <imir...@alum.mit.edu> wrote: > 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. From what I understand, they're completely separate and the use of one imposes no limitations on the other.
> > 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 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev