So, basically, you allocate the rasterizer units according to the vertex shader, and when the fragment shader comes up, you say "write rasterizer output 4 to fragment input 1000000"?
The current nouveau drivers can't do this. There are "routing" registers in hardware, but I think the nVidia proprietary driver (at least without GLSL) leaves them unaltered after initialization and I don't think we really know how they would work. They are also very likely limited to at most 256 values (maybe even less, such as 16), even if they can actually be made to work. The way the current pre-nv50 driver works is that there are 8 slots, each of which has an interpolator and a fixed associated vertex shader output and fixed fragment input. This seems a rather obvious way to design hardware, and so shouldn't be uncommon. Thus, the inputs/outputs can't be packed, because that will break if the fragment shader doesn't use a vertex output. And there is no way to correct that when the fragment program comes up, other than recompiling the vertex shader, which would be very desirable to avoid having to do. Non-GLSL programs can only use the 8 texcoords, so there is no problem there since hardware supports 8 slots. Thus, I think my proposed solution is the simplest and most efficient approach. Any other solution would require much more, and slower, code in the Gallium drivers for nv30, nv40, and maybe Intel too. ------------------------------------------------------------------------------ Throughout its 18-year history, RSA Conference consistently attracts the world's best and brightest in the field, creating opportunities for Conference attendees to learn about information security's most important issues through interactions with peers, luminaries and emerging and established companies. http://p.sf.net/sfu/rsaconf-dev2dev _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev