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mesa: use correct tex unit lod bias for TXB instruction
author
Brian Paul
<brianp@vmware.com>
Thu, 2 Apr 2009 00:50:07 +0000
(18:50 -0600)
committer
Brian Paul
<brianp@vmware.com>
Thu, 2 Apr 2009 00:50:07 +0000
(18:50 -0600)
src/mesa/shader/prog_execute.c
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diff --git
a/src/mesa/shader/prog_execute.c
b/src/mesa/shader/prog_execute.c
index a60cda674bad25bf02611977ca4eb0d19bf0a7ff..0bc8d5f6a79a5f115f8c1fe5c2305c25ddf81000 100644
(file)
--- a/
src/mesa/shader/prog_execute.c
+++ b/
src/mesa/shader/prog_execute.c
@@
-1540,8
+1540,8
@@
_mesa_execute_program(GLcontext * ctx,
case OPCODE_TXB: /* GL_ARB_fragment_program only */
/* Texel lookup with LOD bias */
{
- const
struct gl_texture_unit *texUnit
-
= &ctx->Texture.Unit[inst->TexSrcU
nit];
+ const
GLuint unit = machine->Samplers[inst->TexSrcUnit];
+
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u
nit];
GLfloat texcoord[4], color[4], lodBias;
fetch_vector4(&inst->SrcReg[0], machine, texcoord);