On Fri, Jan 29, 2010 at 12:49 PM, Keith Whitwell <kei...@vmware.com> wrote:
> So the nv40 code is doing the wrong thing...  :)
>
> The rule currently is that the generic tags are just tags and are used only 
> to establish mapping between fragment shader and vertex shader.  Additionaly 
> the vertex shader should always supply at least the inputs required by the 
> fragment shader.  Taking a guess, without specific hardware support for 
> routing, nv40 should translate the fragment shader inputs into successive 
> SRC_TC slots, and build a mapping from semantic-index -> SRC_TC slot that can 
> be applied when translating the vertex shader.
>
> You might complain that in this world a vertex shader will require multiple 
> translations depending on which fragment shader is bound, as one taking fewer 
> inputs will have different numberings.  That's true, but you also get the 
> opportunity to specialize the vertex shader as a result, eliminating dead 
> code in each case - which may be worth the effort.
>
> Anyway, it sounds like what you really want is to change the linkage rules.  
> This is possible, of course, but we should discuss it in those terms.  And 
> then if we do revisit those rules, we should take a deeper look at linkage 
> and figure out if anything else can be changed.


Just a heads-up:

The new GL_EXT_separate_shader_objects extension
(http://www.opengl.org/registry/specs/EXT/separate_shader_objects.txt)
allows binding/using vertex shaders and fragment shaders without an
explicit linking step.

Using the semantic info to match inputs to outputs will be key for
that, I believe.

-Brian

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