On Mon, Jan 2, 2012 at 5:56 PM, Dave Airlie <airl...@gmail.com> wrote: > 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.
I am not sure right now what the restrictions on vertex attribs are, so yes, I meant samplers. Marek > > 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