I strongly disagree that frameworks can't handle this. As long as the framework provides a way for the application to tell it what type of texture image it wants to use, many frameworks will be able to handle the separate sampler type without major problem. Existing frameworks of course have no mechanism for the app. to indicate the type of texture image so they will require modification.
I also strongly disagree that the cases where a framework (designed for handling dynamic images) would not need to copy are "border-use cases." The impetus for drafting this proposal was a discussion with a set-top box maker who needs to avoid the copy. (Isn't set-top box a ridiculously out-dated _expression_; who has a TV set any more with a top on which anything can be placed?)
Due to the architecture of OpenGL, the only time a check and recompile can be done, if a single sampler type is used, is during the draw call. I don't see any way to change that as uniform values can be changed at any time. Such a check would slow down every application.
Even if a single sampler type is used, the end result will be multiple program binaries that need to be stored so it does not save a whole lot compared to an app. or framework providing multiple shaders up front. I also think it is likely that you'll want a different fragment shader for your video textures anyway, regardless of the sampler type.
注意：この電子メールには、株式会社エイチアイの機密情報が含まれている場合が有ります。正式なメール受信者では無い場合はメール複製、 再配信または情報の使用を固く禁じております。エラー、手違いでこのメールを受け取られましたら削除を行い配信者にご連絡をお願いいたし ます。
NOTE: This electronic mail message may contain confidential and privileged information from HI Corporation. If you are not the intended recipient, any disclosure, photocopying, distribution or use of the contents of the received information is prohibited. If you have received this e-mail in error, please notify the sender immediately and permanently delete this message and all related copies.