st_convert_sampler(const struct st_context *st,
const struct gl_texture_object *texobj,
const struct gl_sampler_object *msamp,
+ float tex_unit_lod_bias,
struct pipe_sampler_state *sampler)
{
memset(sampler, 0, sizeof(*sampler));
if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
sampler->normalized_coords = 1;
- sampler->lod_bias = msamp->LodBias;
+ sampler->lod_bias = msamp->LodBias + tex_unit_lod_bias;
/* Reduce the number of states by allowing only the values that AMD GCN
* can represent. Apps use lod_bias for smooth transitions to bigger mipmap
* levels.
msamp = _mesa_get_samplerobj(ctx, texUnit);
- st_convert_sampler(st, texobj, msamp, sampler);
+ st_convert_sampler(st, texobj, msamp, ctx->Texture.Unit[texUnit].LodBias,
+ sampler);
- sampler->lod_bias += ctx->Texture.Unit[texUnit].LodBias;
sampler->seamless_cube_map |= ctx->Texture.CubeMapSeamless;
}
if (!st_finalize_texture(ctx, pipe, texObj, 0))
return 0;
- st_convert_sampler(st, texObj, sampObj, &sampler);
+ st_convert_sampler(st, texObj, sampObj, 0, &sampler);
view = st_get_texture_sampler_view_from_stobj(st, stObj, sampObj, 0);
} else {
view = st_get_buffer_sampler_view_from_stobj(st, stObj);
st_convert_sampler(const struct st_context *st,
const struct gl_texture_object *texobj,
const struct gl_sampler_object *msamp,
+ float tex_unit_lod_bias,
struct pipe_sampler_state *sampler);
void