
Originally Posted by
bridgman
The GPU hardware operates in 2D space, ie it uses separate X and Y counters. The texture limits (and render target limits) come from the X and Y counters.
It is certainly possible to remove (or at least minimize) the dependency on texture size, but it would need more than just driver changes. Most of the current stack operates on the RandR model, where multiple monitors provide viewports into a single large 2D area which spans all the screens. The "shatter" work is one way to minimize the impact of texture limits, as is the "Multiview" feature built into the fglrx drivers, but neither of those are simple.