#include "main/glheader.h"
#include "main/colormac.h"
+#include "main/samplerobj.h"
#include "program/prog_instruction.h"
#include "s_context.h"
if (texObj) {
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLfloat rgba[4];
+ const struct gl_sampler_object *samp = _mesa_get_samplerobj(ctx, unit);
- lambda = CLAMP(lambda, texObj->Sampler.MinLod, texObj->Sampler.MaxLod);
+ lambda = CLAMP(lambda, samp->MinLod, samp->MaxLod);
- swrast->TextureSample[unit](ctx, texObj, 1,
- (const GLfloat (*)[4]) texcoord,
+ swrast->TextureSample[unit](ctx, samp, ctx->Texture.Unit[unit]._Current,
+ 1, (const GLfloat (*)[4]) texcoord,
&lambda, &rgba);
swizzle_texel(rgba, color, texObj->_Swizzle);
}
texObj->Image[0][texObj->BaseLevel];
const struct swrast_texture_image *swImg =
swrast_texture_image_const(texImg);
+ const struct gl_sampler_object *samp = _mesa_get_samplerobj(ctx, unit);
const GLfloat texW = (GLfloat) swImg->WidthScale;
const GLfloat texH = (GLfloat) swImg->HeightScale;
GLfloat lambda;
texcoord[0], texcoord[1], texcoord[3],
1.0F / texcoord[3]);
- lambda += lodBias + texUnit->LodBias + texObj->Sampler.LodBias;
+ lambda += lodBias + texUnit->LodBias + samp->LodBias;
- lambda = CLAMP(lambda, texObj->Sampler.MinLod, texObj->Sampler.MaxLod);
+ lambda = CLAMP(lambda, samp->MinLod, samp->MaxLod);
- swrast->TextureSample[unit](ctx, texObj, 1,
- (const GLfloat (*)[4]) texcoord,
+ swrast->TextureSample[unit](ctx, samp, ctx->Texture.Unit[unit]._Current,
+ 1, (const GLfloat (*)[4]) texcoord,
&lambda, &rgba);
swizzle_texel(rgba, color, texObj->_Swizzle);
}