The number of textures used will vary from surface to surface, and will vary widely depending upon the game.
For a complex surface, I would suspect 4 textures would be a minimum.
Anyway, the hypothetical "32x0" that we're talking about here would have nothing to do with textures, but rather with rendering z and stencil data. Such an architecture would accelerate an initial z-pass (something that is necessary for shadow volumes, but is also helpful in allowing hardware to not have to render anything that will later be covered up), as well as stencil shadow volume rendering.
It may also be possible for such an architecture to accelerate other shadowing techniques, but that would depend upon the hardware implementation.