* RGBA channels. We look at the red channel here.
*/
static INLINE void
-shadow_compare(uint compare_func,
+shadow_compare(const struct pipe_sampler_state *sampler,
float rgba[NUM_CHANNELS][QUAD_SIZE],
const float p[QUAD_SIZE],
uint j)
{
int k;
- switch (compare_func) {
+ switch (sampler->compare_func) {
case PIPE_FUNC_LESS:
k = p[j] < rgba[0][j];
break;
const uint unit = samp->unit;
const struct pipe_texture *texture = sp->texture[unit];
const struct pipe_sampler_state *sampler = sp->sampler[unit];
- const uint compare_func = sampler->compare_func;
unsigned level0, level1, j, imgFilter;
int width, height;
float levelBlend;
for (j = 0; j < QUAD_SIZE; j++) {
get_texel(tgsi_sampler, faces[j], level0, x[j], y[j], 0, rgba, j);
if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
- shadow_compare(compare_func, rgba, p, j);
+ shadow_compare(sampler, rgba, p, j);
}
if (level0 != level1) {
get_texel(tgsi_sampler, faces[j], level1, x[j], y[j], 0,
rgba2, j);
if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE){
- shadow_compare(compare_func, rgba2, p, j);
+ shadow_compare(sampler, rgba2, p, j);
}
for (c = 0; c < NUM_CHANNELS; c++) {
get_texel(tgsi_sampler, faces[j], level0, x0[j], y1[j], 0, tx, 2);
get_texel(tgsi_sampler, faces[j], level0, x1[j], y1[j], 0, tx, 3);
if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
- shadow_compare(compare_func, tx, p, 0);
- shadow_compare(compare_func, tx, p, 1);
- shadow_compare(compare_func, tx, p, 2);
- shadow_compare(compare_func, tx, p, 3);
+ shadow_compare(sampler, tx, p, 0);
+ shadow_compare(sampler, tx, p, 1);
+ shadow_compare(sampler, tx, p, 2);
+ shadow_compare(sampler, tx, p, 3);
}
/* interpolate R, G, B, A */
get_texel(tgsi_sampler, faces[j], level1, x0[j], y1[j], 0, tx, 2);
get_texel(tgsi_sampler, faces[j], level1, x1[j], y1[j], 0, tx, 3);
if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE){
- shadow_compare(compare_func, tx, p, 0);
- shadow_compare(compare_func, tx, p, 1);
- shadow_compare(compare_func, tx, p, 2);
- shadow_compare(compare_func, tx, p, 3);
+ shadow_compare(sampler, tx, p, 0);
+ shadow_compare(sampler, tx, p, 1);
+ shadow_compare(sampler, tx, p, 2);
+ shadow_compare(sampler, tx, p, 3);
}
/* interpolate R, G, B, A */
const struct pipe_texture *texture = sp->texture[unit];
const struct pipe_sampler_state *sampler = sp->sampler[unit];
const uint face = 0;
- const uint compare_func = sampler->compare_func;
unsigned level0, level1, j, imgFilter;
int width, height;
float levelBlend;
for (j = 0; j < QUAD_SIZE; j++) {
get_texel(tgsi_sampler, face, level0, x[j], y[j], 0, rgba, j);
if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
- shadow_compare(compare_func, rgba, p, j);
+ shadow_compare(sampler, rgba, p, j);
}
}
}
get_texel(tgsi_sampler, face, level0, x0[j], y1[j], 0, tx, 2);
get_texel(tgsi_sampler, face, level0, x1[j], y1[j], 0, tx, 3);
if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
- shadow_compare(compare_func, tx, p, 0);
- shadow_compare(compare_func, tx, p, 1);
- shadow_compare(compare_func, tx, p, 2);
- shadow_compare(compare_func, tx, p, 3);
+ shadow_compare(sampler, tx, p, 0);
+ shadow_compare(sampler, tx, p, 1);
+ shadow_compare(sampler, tx, p, 2);
+ shadow_compare(sampler, tx, p, 3);
}
for (c = 0; c < 4; c++) {
rgba[c][j] = lerp_2d(xw[j], yw[j],