SM3 usages are arbitrary. For example, you could have some data with a 
blendweight 5 semantic, where there is no hardware to support it and no 
meaningful limit to the number.
________________________________________
From: Luca Barbieri [l...@luca-barbieri.com]
Sent: Tuesday, February 02, 2010 10:09 AM
To: Michal Krol
Cc: mesa3d-dev@lists.sourceforge.net
Subject: Re: [Mesa3d-dev] light_twoside RE: [PATCH] glsl: put varyings in       
texcoord slots



The documentation I found seems to support to opposite statement, as
the following line:
<<
n is an optional integer between 0 and the number of resources
supported. For example, POSITION0, TEXCOOR1, etc.
>>
in "Semantics (DirectX HLSL)" on MSDN seems to indicate that if only 2
COLORs are supported, they are denoted by COLOR0 and COLOR1, and that
COLOR15 being valid would implying support for simultaneously using at
least 16 COLOR semantics.

As I understand it, the difference between SM2 and SM3 is that SM2
programs essentially directly use the semantics in instructions,
because they have c## registers for colors, t## registers for
texcoords, etc.
SM3 programs instead use generic i## or o## input/output registers,
which are associated to semantics with a declaration.

Note that this difference is orthogonal to the issue of whether
semantic indices are limited or not.


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