This wasn't a problem before because textures and samplers were
linked 1:1, but in view of the gallium-gpu4-texture-opcodes branch,
this coordinate normalization bit becomes a problem.

NV50 hardware has that bit in the RESOURCE binding, and not the
SAMPLER binding, and you can imagine that this will lead to us having
to jump through a few annoying looking hoops to accomodate.

As far as I can see, neither D3D10 nor D3D11 nor OpenGL nor CUDA have
sampler states that are decoupled from the texture, and which contain
a normalized coordinates bit, so it's worth considering not having it there
in gallium either.

For OpenGL, unnormalized coordinates are only used for RECT textures,
and in this case it makes sense to make it a property of the texture.

And, finally, I've seen you reverted the changes for independent image
and sampler index in the texture opcodes. What's up with that ?
Is the code not nice enough, or has the idea been discarded and by problem
disappears ?

Best regards,
Christoph


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