ctx->Const.MaxVertexTextureImageUnits = 0; /* no vertex shader textures */
This gets mesa glsl demo vert-tex fail under i965 with below error (while pass under swrast):
Error: no vertex shader texture units supported.
Not supporting vertex textures is within spec, but something we plan to change as we work towards GL 3.0.
*** Bug 31506 has been marked as a duplicate of this bug. ***
*** Bug 36728 has been marked as a duplicate of this bug. ***
Just to express some finding:
X.Org X Server 1.10.1
and software rendering of Gallium 0.4 on llvmpipe (LLVM 0x208)
by exporting LIBGL_ALWAYS_SOFTWARE=1 before app
vertex textures demo from "GPU Caps Viewer" program by WINE
runs fairly well around 4 fps, I can remember even on Windows on the same hardware it hardly go over 2 fps.
So, I am just wondering, is there any possibility to integrate this Gallium software rendering to Intel Mesa driver only for this functionality, since hardware does not support it.
*** Bug 43359 has been marked as a duplicate of this bug. ***
*** Bug 43360 has been marked as a duplicate of this bug. ***
This should be fixed by:
Author: Kenneth Graunke <firstname.lastname@example.org>
Date: Thu Oct 27 21:57:48 2011 -0700
i965: Advertise our vertex shader texture units.
Previously, we advertised 0 VS texture units. Now that we have proper
support for using the sampling engine in the VS, we can advertise 16,
which is conveniently the number required for OpenGL 3.0.
v2: Enable on Gen4. I hacked up my tests to not use flat ivec varyings
and they pass.
Signed-off-by: Kenneth Graunke <email@example.com>
Reviewed-by: Eric Anholt <firstname.lastname@example.org>
Reviewed-by: Ian Romanick <email@example.com>
*** Bug 41609 has been marked as a duplicate of this bug. ***
Verified with mesa master commit ec4851253bbf7fd7d11c5570f19f9733a885e471.