> 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. ------------------------------------------------------------------------------ The Planet: dedicated and managed hosting, cloud storage, colocation Stay online with enterprise data centers and the best network in the business Choose flexible plans and management services without long-term contracts Personal 24x7 support from experience hosting pros just a phone call away. http://p.sf.net/sfu/theplanet-com _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev