#include "main/macros.h"
#include "main/imports.h"
#include "main/image.h"
+#include "main/samplerobj.h"
#include "s_atifragshader.h"
#include "s_alpha.h"
GLfloat dvdx = texH * ((t + dtdx) / (q + dqdx) - t * invQ);
GLfloat dudy = texW * ((s + dsdy) / (q + dqdy) - s * invQ);
GLfloat dvdy = texH * ((t + dtdy) / (q + dqdy) - t * invQ);
- GLfloat x = SQRTF(dudx * dudx + dvdx * dvdx);
- GLfloat y = SQRTF(dudy * dudy + dvdy * dvdy);
+ GLfloat x = sqrtf(dudx * dudx + dvdx * dvdx);
+ GLfloat y = sqrtf(dudy * dudy + dvdy * dvdy);
GLfloat rho = MAX2(x, y);
GLfloat lambda = LOG2(rho);
return lambda;
const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
const struct swrast_texture_image *swImg =
swrast_texture_image_const(img);
+ const struct gl_sampler_object *samp = _mesa_get_samplerobj(ctx, u);
- needLambda = (obj->Sampler.MinFilter != obj->Sampler.MagFilter)
+ needLambda = (samp->MinFilter != samp->MagFilter)
|| _swrast_use_fragment_program(ctx);
/* LOD is calculated directly in the ansiotropic filter, we can
* skip the normal lambda function as the result is ignored.
*/
- if (obj->Sampler.MaxAnisotropy > 1.0 &&
- obj->Sampler.MinFilter == GL_LINEAR_MIPMAP_LINEAR) {
+ if (samp->MaxAnisotropy > 1.0 &&
+ samp->MinFilter == GL_LINEAR_MIPMAP_LINEAR) {
needLambda = GL_FALSE;
}
texW = swImg->WidthScale;
return;
}
- ASSERT(span->end <= MAX_WIDTH);
+ ASSERT(span->end <= SWRAST_MAX_WIDTH);
/* Depth bounds test */
if (ctx->Depth.BoundsTest && fb->Visual.depthBits > 0) {
/* color[fragOutput] will be written to buffer[buf] */
if (rb) {
- GLchan rgbaSave[MAX_WIDTH][4];
+ /* re-use one of the attribute array buffers for rgbaSave */
+ GLchan (*rgbaSave)[4] = (GLchan (*)[4]) span->array->attribs[0];
struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
GLenum colorType = srb->ColorType;