float rgba[NUM_CHANNELS][QUAD_SIZE], unsigned j)
{
const struct sp_shader_sampler *samp = sp_shader_sampler(tgsi_sampler);
- const struct softpipe_context *sp = samp->sp;
+ struct softpipe_context *sp = samp->sp;
const uint unit = samp->unit;
const struct pipe_texture *texture = sp->texture[unit];
const struct pipe_sampler_state *sampler = sp->sampler[unit];
const int tx = x % TILE_SIZE;
const int ty = y % TILE_SIZE;
const struct softpipe_cached_tile *tile
- = sp_get_cached_tile_tex(samp->sp, samp->cache,
+ = sp_get_cached_tile_tex(sp, samp->cache,
x, y, z, face, level);
rgba[0][j] = tile->data.color[ty][tx][0];
rgba[1][j] = tile->data.color[ty][tx][1];
const uint unit = samp->unit;
const struct pipe_texture *texture = sp->texture[unit];
const struct pipe_sampler_state *sampler = sp->sampler[unit];
- //sp_get_samples_2d_common(sampler, s, t, p, lodbias, rgba, faces);
- static const uint face = 0;
+ const uint face = 0;
const uint compare_func = sampler->compare_func;
unsigned level0, level1, j, imgFilter;
int width, height;
/**
* Called via tgsi_sampler::get_samples()
- * Use the sampler's state setting to get a filtered RGBA value
- * from the sampler's texture.
- *
- * XXX we can implement many versions of this function, each
- * tightly coded for a specific combination of sampler state
- * (nearest + repeat), (bilinear mipmap + clamp), etc.
- *
- * The update_samplers() function in st_atom_sampler.c could create
- * a new tgsi_sampler object for each state combo it finds....
+ * Get four filtered RGBA values from the sampler's texture.
*/
void
sp_get_samples(struct tgsi_sampler *tgsi_sampler,