Am Freitag 20 Oktober 2006 11:15 schrieb H. Verbeet:
On 20/10/06, Stefan Dösinger stefandoesinger@gmx.at wrote:
Right, we would waste 13*8 = 104 bytes per unsupported sampler. How much samplers does d3d10 support?
Something like 128.
128 is big, agreed.
If we use run-time dynamic values for the state table then we loose the ability to access a state with its state number, and we loose the ability to set up a constant table in the code.
Well, no, you just wouldn't dump everything in one big list. Sure, lumping everything together in one big list would work, but that doesn't mean it's pretty.
Hmm, the sampler states are per sampler in d3d, and per texture object in gl as far as I know. So we have to find some way if the sampler states are changed regarding the texture used for drawing. This is getting tricky :-/
Texture stage states are per stage in d3d and opengl afaik(except of those that are wrapped to samplers in ddraw/d3d8). Any idea how much texture stages d3d10 supports, if the concept of them still exists?