R600, FWIW, has fully unified shaders. I think NV50 does too. Doesn't really
matter too much though.

Posting from a mobile, pardon my terseness. ~ C.

On Nov 30, 2009 11:18 AM, "Keith Whitwell" <kei...@vmware.com> wrote:

For the most part in gallium we've treated fragment vs vertex as part of the
function name rather than as an argument, so this is consistent.

So far it seems hardware isn't very regular at this granularity -- it's not
like you just end up doing the same thing for fragment
shaders/const-buffers/samplers/textures as you do for the vertex
equivalents.

The example of passing shader unit as an argument which we have at the
moment is constant buffers - in svga and i965 these get split up almost
immediately and handled by different paths throughout the driver.  If you
look at other fragment vs. vertex code (eg shaders) in the drivers,
typically they are quite divergent as well.

On balance, my preference at this point is to keep distinct entrypoints for
each unit...

Keith


________________________________________
From: José Fonseca [jfons...@vmware.com]
Sent: Monday, November 30, 2009 10:51 AM
To: Michal Krol
Cc: Keith Whitwell; Roland Scheidegger; mesa3d-dev

Subject: Re: [Mesa3d-dev] [PATCH] Add entrypoints for setting vertex texture
state Sorry for poppin...
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