if (obj) {
const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
+ const struct swrast_texture_image *swImg =
+ swrast_texture_image_const(img);
+
needLambda = (obj->Sampler.MinFilter != obj->Sampler.MagFilter)
|| ctx->FragmentProgram._Current;
/* LOD is calculated directly in the ansiotropic filter, we can
obj->Sampler.MinFilter == GL_LINEAR_MIPMAP_LINEAR) {
needLambda = GL_FALSE;
}
- texW = img->WidthScale;
- texH = img->HeightScale;
+ texW = swImg->WidthScale;
+ texH = swImg->HeightScale;
}
else {
/* using a fragment program */
ASSERT(rb->_BaseFormat == GL_RGBA || rb->_BaseFormat == GL_RGB ||
rb->_BaseFormat == GL_ALPHA);
- if (ctx->Color._LogicOpEnabled) {
+ if (ctx->Color.ColorLogicOpEnabled) {
_swrast_logicop_rgba_span(ctx, rb, span);
}
else if ((ctx->Color.BlendEnabled >> buf) & 1) {