* optimization! If we find that's not true on some systems, convert
* to a macro.
*/
-static INLINE GLfloat
+static inline GLfloat
lerp_2d(GLfloat a, GLfloat b,
GLfloat v00, GLfloat v10, GLfloat v01, GLfloat v11)
{
* Do 3D/trilinear interpolation of float values.
* \sa lerp_2d
*/
-static INLINE GLfloat
+static inline GLfloat
lerp_3d(GLfloat a, GLfloat b, GLfloat c,
GLfloat v000, GLfloat v100, GLfloat v010, GLfloat v110,
GLfloat v001, GLfloat v101, GLfloat v011, GLfloat v111)
/**
* Do linear interpolation of colors.
*/
-static INLINE void
+static inline void
lerp_rgba(GLfloat result[4], GLfloat t, const GLfloat a[4], const GLfloat b[4])
{
result[0] = LERP(t, a[0], b[0]);
/**
* Do bilinear interpolation of colors.
*/
-static INLINE void
+static inline void
lerp_rgba_2d(GLfloat result[4], GLfloat a, GLfloat b,
const GLfloat t00[4], const GLfloat t10[4],
const GLfloat t01[4], const GLfloat t11[4])
/**
* Do trilinear interpolation of colors.
*/
-static INLINE void
+static inline void
lerp_rgba_3d(GLfloat result[4], GLfloat a, GLfloat b, GLfloat c,
const GLfloat t000[4], const GLfloat t100[4],
const GLfloat t010[4], const GLfloat t110[4],
* i0, i1 = returns two nearest texel indexes
* weight = returns blend factor between texels
*/
-static INLINE void
+static inline void
linear_texel_locations(GLenum wrapMode,
const struct gl_texture_image *img,
GLint size, GLfloat s,
GLint *i0, GLint *i1, GLfloat *weight)
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
GLfloat u;
switch (wrapMode) {
case GL_REPEAT:
u = s * size - 0.5F;
- if (img->_IsPowerOfTwo) {
+ if (swImg->_IsPowerOfTwo) {
*i0 = IFLOOR(u) & (size - 1);
*i1 = (*i0 + 1) & (size - 1);
}
/**
* Used to compute texel location for nearest sampling.
*/
-static INLINE GLint
+static inline GLint
nearest_texel_location(GLenum wrapMode,
const struct gl_texture_image *img,
GLint size, GLfloat s)
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
GLint i;
switch (wrapMode) {
/* s limited to [0,1) */
/* i limited to [0,size-1] */
i = IFLOOR(s * size);
- if (img->_IsPowerOfTwo)
+ if (swImg->_IsPowerOfTwo)
i &= (size - 1);
else
i = REMAINDER(i, size);
/* Power of two image sizes only */
-static INLINE void
+static inline void
linear_repeat_texel_location(GLuint size, GLfloat s,
GLint *i0, GLint *i1, GLfloat *weight)
{
/**
* Do clamp/wrap for a texture rectangle coord, GL_NEAREST filter mode.
*/
-static INLINE GLint
+static inline GLint
clamp_rect_coord_nearest(GLenum wrapMode, GLfloat coord, GLint max)
{
switch (wrapMode) {
/**
* As above, but GL_LINEAR filtering.
*/
-static INLINE void
+static inline void
clamp_rect_coord_linear(GLenum wrapMode, GLfloat coord, GLint max,
GLint *i0out, GLint *i1out, GLfloat *weight)
{
/**
* Compute slice/image to use for 1D or 2D array texture.
*/
-static INLINE GLint
+static inline GLint
tex_array_slice(GLfloat coord, GLsizei size)
{
GLint slice = IFLOOR(coord + 0.5f);
* Compute nearest integer texcoords for given texobj and coordinate.
* NOTE: only used for depth texture sampling.
*/
-static INLINE void
+static inline void
nearest_texcoord(const struct gl_texture_object *texObj,
GLuint level,
const GLfloat texcoord[4],
* Compute linear integer texcoords for given texobj and coordinate.
* NOTE: only used for depth texture sampling.
*/
-static INLINE void
+static inline void
linear_texcoord(const struct gl_texture_object *texObj,
GLuint level,
const GLfloat texcoord[4],
* For linear interpolation between mipmap levels N and N+1, this function
* computes N.
*/
-static INLINE GLint
+static inline GLint
linear_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda)
{
if (lambda < 0.0F)
/**
* Compute the nearest mipmap level to take texels from.
*/
-static INLINE GLint
+static inline GLint
nearest_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda)
{
GLfloat l;
* will be minified, magnified, or split between the two. This function
* determines the subranges in [0, n-1] that are to be minified or magnified.
*/
-static INLINE void
+static inline void
compute_min_mag_ranges(const struct gl_texture_object *tObj,
GLuint n, const GLfloat lambda[],
GLuint *minStart, GLuint *minEnd,
* the base texture format. Ex: if the texture base format it GL_ALPHA,
* we return (0,0,0,BorderAlpha).
*/
-static INLINE void
+static inline void
get_border_color(const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
GLfloat rgba[4])
/**
* Return the texture sample for coordinate (s) using GL_NEAREST filter.
*/
-static INLINE void
+static inline void
sample_1d_nearest(struct gl_context *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
const GLfloat texcoord[4], GLfloat rgba[4])
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2; /* without border, power of two */
GLint i;
i = nearest_texel_location(tObj->Sampler.WrapS, img, width, texcoord[0]);
get_border_color(tObj, img, rgba);
}
else {
- img->FetchTexelf(img, i, 0, 0, rgba);
+ swImg->FetchTexelf(swImg, i, 0, 0, rgba);
}
}
/**
* Return the texture sample for coordinate (s) using GL_LINEAR filter.
*/
-static INLINE void
+static inline void
sample_1d_linear(struct gl_context *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
const GLfloat texcoord[4], GLfloat rgba[4])
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2;
GLint i0, i1;
GLbitfield useBorderColor = 0x0;
get_border_color(tObj, img, t0);
}
else {
- img->FetchTexelf(img, i0, 0, 0, t0);
+ swImg->FetchTexelf(swImg, i0, 0, 0, t0);
}
if (useBorderColor & I1BIT) {
get_border_color(tObj, img, t1);
}
else {
- img->FetchTexelf(img, i1, 0, 0, t1);
+ swImg->FetchTexelf(swImg, i1, 0, 0, t1);
}
lerp_rgba(rgba, a, t0, t1);
/**
* Return the texture sample for coordinate (s,t) using GL_NEAREST filter.
*/
-static INLINE void
+static inline void
sample_2d_nearest(struct gl_context *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLfloat rgba[])
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2; /* without border, power of two */
const GLint height = img->Height2; /* without border, power of two */
GLint i, j;
get_border_color(tObj, img, rgba);
}
else {
- img->FetchTexelf(img, i, j, 0, rgba);
+ swImg->FetchTexelf(swImg, i, j, 0, rgba);
}
}
* Return the texture sample for coordinate (s,t) using GL_LINEAR filter.
* New sampling code contributed by Lynn Quam <quam@ai.sri.com>.
*/
-static INLINE void
+static inline void
sample_2d_linear(struct gl_context *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLfloat rgba[])
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2;
const GLint height = img->Height2;
GLint i0, j0, i1, j1;
get_border_color(tObj, img, t00);
}
else {
- img->FetchTexelf(img, i0, j0, 0, t00);
+ swImg->FetchTexelf(swImg, i0, j0, 0, t00);
}
if (useBorderColor & (I1BIT | J0BIT)) {
get_border_color(tObj, img, t10);
}
else {
- img->FetchTexelf(img, i1, j0, 0, t10);
+ swImg->FetchTexelf(swImg, i1, j0, 0, t10);
}
if (useBorderColor & (I0BIT | J1BIT)) {
get_border_color(tObj, img, t01);
}
else {
- img->FetchTexelf(img, i0, j1, 0, t01);
+ swImg->FetchTexelf(swImg, i0, j1, 0, t01);
}
if (useBorderColor & (I1BIT | J1BIT)) {
get_border_color(tObj, img, t11);
}
else {
- img->FetchTexelf(img, i1, j1, 0, t11);
+ swImg->FetchTexelf(swImg, i1, j1, 0, t11);
}
lerp_rgba_2d(rgba, a, b, t00, t10, t01, t11);
* As above, but we know WRAP_S == REPEAT and WRAP_T == REPEAT.
* We don't have to worry about the texture border.
*/
-static INLINE void
+static inline void
sample_2d_linear_repeat(struct gl_context *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLfloat rgba[])
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2;
const GLint height = img->Height2;
GLint i0, j0, i1, j1;
ASSERT(tObj->Sampler.WrapS == GL_REPEAT);
ASSERT(tObj->Sampler.WrapT == GL_REPEAT);
ASSERT(img->Border == 0);
- ASSERT(img->_BaseFormat != GL_COLOR_INDEX);
- ASSERT(img->_IsPowerOfTwo);
+ ASSERT(swImg->_IsPowerOfTwo);
linear_repeat_texel_location(width, texcoord[0], &i0, &i1, &wi);
linear_repeat_texel_location(height, texcoord[1], &j0, &j1, &wj);
- img->FetchTexelf(img, i0, j0, 0, t00);
- img->FetchTexelf(img, i1, j0, 0, t10);
- img->FetchTexelf(img, i0, j1, 0, t01);
- img->FetchTexelf(img, i1, j1, 0, t11);
+ swImg->FetchTexelf(swImg, i0, j0, 0, t00);
+ swImg->FetchTexelf(swImg, i1, j0, 0, t10);
+ swImg->FetchTexelf(swImg, i0, j1, 0, t01);
+ swImg->FetchTexelf(swImg, i1, j1, 0, t11);
lerp_rgba_2d(rgba, wi, wj, t00, t10, t01, t11);
}
{
GLuint i;
struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(image);
(void) lambda;
if (tObj->Sampler.WrapS == GL_REPEAT &&
tObj->Sampler.WrapT == GL_REPEAT &&
- image->_IsPowerOfTwo &&
+ swImg->_IsPowerOfTwo &&
image->Border == 0) {
for (i = 0; i < n; i++) {
sample_2d_linear_repeat(ctx, tObj, image, texcoords[i], rgba[i]);
const GLfloat lambda[], GLfloat rgba[][4])
{
const struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel];
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLfloat width = (GLfloat) img->Width;
const GLfloat height = (GLfloat) img->Height;
const GLint colMask = img->Width - 1;
ASSERT(tObj->Sampler.WrapT==GL_REPEAT);
ASSERT(img->Border==0);
ASSERT(img->TexFormat == MESA_FORMAT_RGB888);
- ASSERT(img->_IsPowerOfTwo);
+ ASSERT(swImg->_IsPowerOfTwo);
+ (void) swImg;
for (k=0; k<n; k++) {
GLint i = IFLOOR(texcoords[k][0] * width) & colMask;
const GLfloat lambda[], GLfloat rgba[][4])
{
const struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel];
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLfloat width = (GLfloat) img->Width;
const GLfloat height = (GLfloat) img->Height;
const GLint colMask = img->Width - 1;
ASSERT(tObj->Sampler.WrapT==GL_REPEAT);
ASSERT(img->Border==0);
ASSERT(img->TexFormat == MESA_FORMAT_RGBA8888);
- ASSERT(img->_IsPowerOfTwo);
+ ASSERT(swImg->_IsPowerOfTwo);
+ (void) swImg;
for (i = 0; i < n; i++) {
const GLint col = IFLOOR(texcoords[i][0] * width) & colMask;
const GLfloat lambda[], GLfloat rgba[][4])
{
const struct gl_texture_image *tImg = tObj->Image[0][tObj->BaseLevel];
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(tImg);
GLuint minStart, minEnd; /* texels with minification */
GLuint magStart, magEnd; /* texels with magnification */
const GLboolean repeatNoBorderPOT = (tObj->Sampler.WrapS == GL_REPEAT)
&& (tObj->Sampler.WrapT == GL_REPEAT)
&& (tImg->Border == 0 && (tImg->Width == tImg->RowStride))
- && (tImg->_BaseFormat != GL_COLOR_INDEX)
- && tImg->_IsPowerOfTwo;
+ && swImg->_IsPowerOfTwo;
ASSERT(lambda != NULL);
compute_min_mag_ranges(tObj, n, lambda,
const struct gl_texture_image *img = tObj->Image[0][level];
const struct gl_texture_image *mostDetailedImage =
tObj->Image[0][tObj->BaseLevel];
- GLfloat tex_u=-0.5 + texcoord[0] * mostDetailedImage->WidthScale * scaling;
- GLfloat tex_v=-0.5 + texcoord[1] * mostDetailedImage->HeightScale * scaling;
+ const struct swrast_texture_image *swImg =
+ swrast_texture_image_const(mostDetailedImage);
+ GLfloat tex_u=-0.5 + texcoord[0] * swImg->WidthScale * scaling;
+ GLfloat tex_v=-0.5 + texcoord[1] * swImg->HeightScale * scaling;
GLfloat ux = dudx * scaling;
GLfloat vx = dvdx * scaling;
* Returns the index of the specified texture object in the
* gl_context texture unit array.
*/
-static INLINE GLuint
+static inline GLuint
texture_unit_index(const struct gl_context *ctx,
const struct gl_texture_object *tObj)
{
const GLfloat lambda_iso[], GLfloat rgba[][4])
{
const struct gl_texture_image *tImg = tObj->Image[0][tObj->BaseLevel];
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(tImg);
const GLfloat maxEccentricity =
tObj->Sampler.MaxAnisotropy * tObj->Sampler.MaxAnisotropy;
create_filter_table();
}
- texW = tImg->WidthScale;
- texH = tImg->HeightScale;
+ texW = swImg->WidthScale;
+ texH = swImg->HeightScale;
for (i = 0; i < n; i++) {
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
/**
* Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter.
*/
-static INLINE void
+static inline void
sample_3d_nearest(struct gl_context *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
const GLfloat texcoord[4],
GLfloat rgba[4])
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2; /* without border, power of two */
const GLint height = img->Height2; /* without border, power of two */
const GLint depth = img->Depth2; /* without border, power of two */
get_border_color(tObj, img, rgba);
}
else {
- img->FetchTexelf(img, i, j, k, rgba);
+ swImg->FetchTexelf(swImg, i, j, k, rgba);
}
}
const GLfloat texcoord[4],
GLfloat rgba[4])
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2;
const GLint height = img->Height2;
const GLint depth = img->Depth2;
get_border_color(tObj, img, t000);
}
else {
- img->FetchTexelf(img, i0, j0, k0, t000);
+ swImg->FetchTexelf(swImg, i0, j0, k0, t000);
}
if (useBorderColor & (I1BIT | J0BIT | K0BIT)) {
get_border_color(tObj, img, t100);
}
else {
- img->FetchTexelf(img, i1, j0, k0, t100);
+ swImg->FetchTexelf(swImg, i1, j0, k0, t100);
}
if (useBorderColor & (I0BIT | J1BIT | K0BIT)) {
get_border_color(tObj, img, t010);
}
else {
- img->FetchTexelf(img, i0, j1, k0, t010);
+ swImg->FetchTexelf(swImg, i0, j1, k0, t010);
}
if (useBorderColor & (I1BIT | J1BIT | K0BIT)) {
get_border_color(tObj, img, t110);
}
else {
- img->FetchTexelf(img, i1, j1, k0, t110);
+ swImg->FetchTexelf(swImg, i1, j1, k0, t110);
}
if (useBorderColor & (I0BIT | J0BIT | K1BIT)) {
get_border_color(tObj, img, t001);
}
else {
- img->FetchTexelf(img, i0, j0, k1, t001);
+ swImg->FetchTexelf(swImg, i0, j0, k1, t001);
}
if (useBorderColor & (I1BIT | J0BIT | K1BIT)) {
get_border_color(tObj, img, t101);
}
else {
- img->FetchTexelf(img, i1, j0, k1, t101);
+ swImg->FetchTexelf(swImg, i1, j0, k1, t101);
}
if (useBorderColor & (I0BIT | J1BIT | K1BIT)) {
get_border_color(tObj, img, t011);
}
else {
- img->FetchTexelf(img, i0, j1, k1, t011);
+ swImg->FetchTexelf(swImg, i0, j1, k1, t011);
}
if (useBorderColor & (I1BIT | J1BIT | K1BIT)) {
get_border_color(tObj, img, t111);
}
else {
- img->FetchTexelf(img, i1, j1, k1, t111);
+ swImg->FetchTexelf(swImg, i1, j1, k1, t111);
}
/* trilinear interpolation of samples */
GLfloat rgba[][4])
{
const struct gl_texture_image *img = tObj->Image[0][0];
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width;
const GLint height = img->Height;
GLuint i;
ASSERT(tObj->Sampler.WrapT == GL_CLAMP ||
tObj->Sampler.WrapT == GL_CLAMP_TO_EDGE ||
tObj->Sampler.WrapT == GL_CLAMP_TO_BORDER);
- ASSERT(img->_BaseFormat != GL_COLOR_INDEX);
for (i = 0; i < n; i++) {
GLint row, col;
if (col < 0 || col >= width || row < 0 || row >= height)
get_border_color(tObj, img, rgba[i]);
else
- img->FetchTexelf(img, col, row, 0, rgba[i]);
+ swImg->FetchTexelf(swImg, col, row, 0, rgba[i]);
}
}
const GLfloat lambda[], GLfloat rgba[][4])
{
const struct gl_texture_image *img = tObj->Image[0][0];
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width;
const GLint height = img->Height;
GLuint i;
ASSERT(tObj->Sampler.WrapT == GL_CLAMP ||
tObj->Sampler.WrapT == GL_CLAMP_TO_EDGE ||
tObj->Sampler.WrapT == GL_CLAMP_TO_BORDER);
- ASSERT(img->_BaseFormat != GL_COLOR_INDEX);
for (i = 0; i < n; i++) {
GLint i0, j0, i1, j1;
if (useBorderColor & (I0BIT | J0BIT))
get_border_color(tObj, img, t00);
else
- img->FetchTexelf(img, i0, j0, 0, t00);
+ swImg->FetchTexelf(swImg, i0, j0, 0, t00);
if (useBorderColor & (I1BIT | J0BIT))
get_border_color(tObj, img, t10);
else
- img->FetchTexelf(img, i1, j0, 0, t10);
+ swImg->FetchTexelf(swImg, i1, j0, 0, t10);
if (useBorderColor & (I0BIT | J1BIT))
get_border_color(tObj, img, t01);
else
- img->FetchTexelf(img, i0, j1, 0, t01);
+ swImg->FetchTexelf(swImg, i0, j1, 0, t01);
if (useBorderColor & (I1BIT | J1BIT))
get_border_color(tObj, img, t11);
else
- img->FetchTexelf(img, i1, j1, 0, t11);
+ swImg->FetchTexelf(swImg, i1, j1, 0, t11);
lerp_rgba_2d(rgba[i], a, b, t00, t10, t01, t11);
}
const GLfloat texcoord[4],
GLfloat rgba[4])
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2; /* without border, power of two */
const GLint height = img->Height2; /* without border, power of two */
const GLint depth = img->Depth;
get_border_color(tObj, img, rgba);
}
else {
- img->FetchTexelf(img, i, j, array, rgba);
+ swImg->FetchTexelf(swImg, i, j, array, rgba);
}
}
const GLfloat texcoord[4],
GLfloat rgba[4])
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2;
const GLint height = img->Height2;
const GLint depth = img->Depth;
get_border_color(tObj, img, t00);
}
else {
- img->FetchTexelf(img, i0, j0, array, t00);
+ swImg->FetchTexelf(swImg, i0, j0, array, t00);
}
if (useBorderColor & (I1BIT | J0BIT)) {
get_border_color(tObj, img, t10);
}
else {
- img->FetchTexelf(img, i1, j0, array, t10);
+ swImg->FetchTexelf(swImg, i1, j0, array, t10);
}
if (useBorderColor & (I0BIT | J1BIT)) {
get_border_color(tObj, img, t01);
}
else {
- img->FetchTexelf(img, i0, j1, array, t01);
+ swImg->FetchTexelf(swImg, i0, j1, array, t01);
}
if (useBorderColor & (I1BIT | J1BIT)) {
get_border_color(tObj, img, t11);
}
else {
- img->FetchTexelf(img, i1, j1, array, t11);
+ swImg->FetchTexelf(swImg, i1, j1, array, t11);
}
/* trilinear interpolation of samples */
const GLfloat texcoord[4],
GLfloat rgba[4])
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2; /* without border, power of two */
const GLint height = img->Height;
GLint i;
get_border_color(tObj, img, rgba);
}
else {
- img->FetchTexelf(img, i, array, 0, rgba);
+ swImg->FetchTexelf(swImg, i, array, 0, rgba);
}
}
const GLfloat texcoord[4],
GLfloat rgba[4])
{
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width2;
const GLint height = img->Height;
GLint i0, i1;
get_border_color(tObj, img, t0);
}
else {
- img->FetchTexelf(img, i0, array, 0, t0);
+ swImg->FetchTexelf(swImg, i0, array, 0, t0);
}
if (useBorderColor & (I1BIT | K0BIT)) {
get_border_color(tObj, img, t1);
}
else {
- img->FetchTexelf(img, i1, array, 0, t1);
+ swImg->FetchTexelf(swImg, i1, array, 0, t1);
}
/* bilinear interpolation of samples */
/**
* Compare texcoord against depth sample. Return 1.0 or the ambient value.
*/
-static INLINE GLfloat
+static inline GLfloat
shadow_compare(GLenum function, GLfloat coord, GLfloat depthSample,
GLfloat ambient)
{
/**
* Compare texcoord against four depth samples.
*/
-static INLINE GLfloat
+static inline GLfloat
shadow_compare4(GLenum function, GLfloat coord,
GLfloat depth00, GLfloat depth01,
GLfloat depth10, GLfloat depth11,
{
const GLint level = choose_depth_texture_level(tObj, lambda[0]);
const struct gl_texture_image *img = tObj->Image[0][level];
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(img);
const GLint width = img->Width;
const GLint height = img->Height;
const GLint depth = img->Depth;
if (col >= 0 && row >= 0 && col < width && row < height &&
slice >= 0 && slice < depth) {
- img->FetchTexelf(img, col, row, slice, &depthSample);
+ swImg->FetchTexelf(swImg, col, row, slice, &depthSample);
}
else {
depthSample = tObj->Sampler.BorderColor.f[0];
depth00 = tObj->Sampler.BorderColor.f[0];
}
else {
- img->FetchTexelf(img, i0, j0, slice, &depth00);
+ swImg->FetchTexelf(swImg, i0, j0, slice, &depth00);
}
if (useBorderTexel & (I1BIT | J0BIT)) {
depth10 = tObj->Sampler.BorderColor.f[0];
}
else {
- img->FetchTexelf(img, i1, j0, slice, &depth10);
+ swImg->FetchTexelf(swImg, i1, j0, slice, &depth10);
}
if (tObj->Target != GL_TEXTURE_1D_ARRAY_EXT) {
depth01 = tObj->Sampler.BorderColor.f[0];
}
else {
- img->FetchTexelf(img, i0, j1, slice, &depth01);
+ swImg->FetchTexelf(swImg, i0, j1, slice, &depth01);
}
if (useBorderTexel & (I1BIT | J1BIT)) {
depth11 = tObj->Sampler.BorderColor.f[0];
}
else {
- img->FetchTexelf(img, i1, j1, slice, &depth11);
+ swImg->FetchTexelf(swImg, i1, j1, slice, &depth11);
}
}
else {
else {
/* check for a few optimized cases */
const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
+ const struct swrast_texture_image *swImg =
+ swrast_texture_image_const(img);
+
ASSERT(t->Sampler.MinFilter == GL_NEAREST);
if (t->Sampler.WrapS == GL_REPEAT &&
t->Sampler.WrapT == GL_REPEAT &&
- img->_IsPowerOfTwo &&
+ swImg->_IsPowerOfTwo &&
img->Border == 0 &&
img->TexFormat == MESA_FORMAT_RGB888) {
return &opt_sample_rgb_2d;
}
else if (t->Sampler.WrapS == GL_REPEAT &&
t->Sampler.WrapT == GL_REPEAT &&
- img->_IsPowerOfTwo &&
+ swImg->_IsPowerOfTwo &&
img->Border == 0 &&
img->TexFormat == MESA_FORMAT_RGBA8888) {
return &opt_sample_rgba_2d;