On 24.02.2010 12:48, Christoph Bumiller wrote:
> 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.

I agree this is not sampler state, but I don't quite agree this should
be texture state.
This changes how texture coordinates get interpreted in the interpolator
- in that sense it is similar to the cylindrical texture coord wrap
which we moved away from sampler state recently. This one got moved to
shader declaration. I wonder if the normalization bit should be treated
the same.
Though OTOH you're quite right that in OpenGL this really is texture
property (it is a different texture target after all), and afaik d3d
doesn't support non-normalized coords (?). Hmm...

Roland



> 
> 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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