Sorry for popping out so late in the game, but I just realized this now
while working in related code: instead of adding new entrypoints,
wouldn't it be better to keep the current ones, but add an argument,
PIPE_SHADER_xxx ?

This would simplify both state tracker and pipe drivers considerably,
since they could keep all state in arrays of [PIPE_SHADER_TYPES]
dimension.

Obviously we could/should do the same for shaders too, for the same
reasons and consistency.

Otherwise by the time we have geometry shaders we'll have a very
extensive interface, and a lot of boilerplate code...

Jose

On Mon, 2009-11-30 at 04:51 -0800, michal wrote:
> Attached an updated patch.
> 
> * Increased PIPE_MAX_VERTEX_SAMPLERS to 16.
> * Removed PIPE_CAP_MAX_VERTEX_TEXTURES since there's already an 
> equivalent PIPE_CAP_MAX_VERTEX_TEXTURE_UNITS.
> * Added PIPE_CAP_MAX_COMBINED_SAMPLERS to query maximum texture image 
> units accessible from vertex and fragment shaders combined.
> 
> 
> Michal Krol pisze:
> > That means we need an additional cap bit to support 
> > GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS because it's no longer a simple sum of 
> > max vertex and fragment samplers. For i965 max vertex/fragment/combined 
> > samplers would be then 16.
> >
> > --
> > Michal Krol
> > ________________________________________
> > Od: Keith Whitwell
> > Wysłano: 28 listopada 2009 00:40
> > Do: Michal Krol; Roland Scheidegger
> > DW: mesa3d-dev
> > Temat: RE: [Mesa3d-dev] [PATCH] Add entrypoints for setting vertex texture 
> > state
> >
> > The i965 can surely do 16, though maybe shared with the fragment shaders.
> >
> > Keith
> > ________________________________________
> > From: michal [mic...@vmware.com]
> > Sent: Friday, November 27, 2009 2:20 PM
> > To: Roland Scheidegger
> > Cc: Keith Whitwell; mesa3d-dev
> > Subject: Re: [Mesa3d-dev] [PATCH] Add entrypoints for setting vertex 
> > texture state
> >
> > Roland Scheidegger pisze:
> >   
> >> On 27.11.2009 19:32, michal wrote:
> >>
> >>     
> >>>> Why is the MAX here smaller than for fragment samplers?  Doesn't GL
> >>>> require them to be the same, because GL effectively binds the same set
> >>>> of sampler states in both cases?
> >>>>
> >>>> Can you take a closer look at what the GL state tracker would have to do
> >>>> to expose this functionality and make sure it's valid?
> >>>>
> >>>>
> >>>>
> >>>>         
> >>> It's all good. There is GL_MAX_VERTEX_TEXTURE_UNITS that tells how many
> >>> samplers can be used in a vertex shader. Anything above that is used
> >>> only with fragment shaders and ignored for vertex shaders.
> >>>
> >>>       
> >> I fail to see though why the limit needs to be that low. All modern
> >> hardware nowadays can use the same number of texture samplers for both
> >> fragment and vertex shading (it's the same sampler hardware, after all).
> >> Some older hardware (typically non-unified, D3D9 shader model 3
> >> compliant) though indeed only had limited support for this (like the
> >> GeForce 6/7 series) probably only supporting 4 (can't remember exactly),
> >> though other hardware never implemented it despite d3d9 sm3 requiring it
> >> (thanks to a api loophole).
> >>
> >>
> >>     
> >
> > Wow, it looks like I need to upgrade my hardware. I thought 4 vertex
> > texture units is generous. I have no problem with setting that limit to,
> > say, 16.
> >
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