#include "st_context.h"
#include "st_cb_texture.h"
#include "st_atom.h"
-#include "st_program.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
sampler->normalized_coords = 1;
sampler->lod_bias = st->ctx->Texture.Unit[su].LodBias;
- sampler->min_lod = MAX2(0.0f, texobj->MinLod);
- sampler->max_lod = MIN2(texobj->MaxLevel - texobj->BaseLevel,
- texobj->MaxLod);
+
+ sampler->min_lod = texobj->BaseLevel + texobj->MinLod;
+ if (sampler->min_lod < texobj->BaseLevel)
+ sampler->min_lod = texobj->BaseLevel;
+
+ sampler->max_lod = MIN2((GLfloat) texobj->MaxLevel, texobj->MaxLod);
if (sampler->max_lod < sampler->min_lod) {
/* The GL spec doesn't seem to specify what to do in this case.
* Swap the values.
teximg ? teximg->_BaseFormat : GL_RGBA,
sampler->border_color);
- sampler->max_anisotropy = texobj->MaxAnisotropy;
- if (sampler->max_anisotropy > 1.0) {
- sampler->min_img_filter = PIPE_TEX_FILTER_ANISO;
- sampler->mag_img_filter = PIPE_TEX_FILTER_ANISO;
- }
+ sampler->max_anisotropy = (texobj->MaxAnisotropy == 1.0 ? 0 : (GLuint)texobj->MaxAnisotropy);
/* only care about ARB_shadow, not SGI shadow */
if (texobj->CompareMode == GL_COMPARE_R_TO_TEXTURE) {