> DX9 semantic indexes are apparently unlimited

According to http://msdn.microsoft.com/en-us/library/ee418355%28VS.85%29.aspx,
this is not the case.

Here is the relevant text:
<<
These semantics have meaning when attached to a vertex-shader
parameters. These semantics are supported in both Direct3D 9 and
Direct3D 10.
[...]
n is an optional integer between 0 and the number of resources
supported. For example, POSITION0, TEXCOOR1, etc.
[...]
These semantics have meaning when attached to a pixel-shader input
parameter. These semantics are supported in both Direct3D 9 and
Direct3D 10.
[...]
n is an optional integer between 0 and the number of resources
supported. For example, PSIZE0, COLOR1, etc.
>>

Thus, both DX9 and DX10 do not need arbitrary indices.
OpenGL also doesn't, as fragment.texcoord[i] has i < GL_MAX_TEXTURE_COORDS_ARB.

It seems to make sense to follow those APIs in the design of Gallium semantics.

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