}
-static void
-convert_sampler(struct st_context *st,
- struct pipe_sampler_state *sampler,
- GLuint texUnit)
+/**
+ * Convert a gl_sampler_object to a pipe_sampler_state object.
+ */
+void
+st_convert_sampler(const struct st_context *st,
+ const struct gl_texture_object *texobj,
+ const struct gl_sampler_object *msamp,
+ struct pipe_sampler_state *sampler)
{
- const struct gl_texture_object *texobj;
struct gl_context *ctx = st->ctx;
- const struct gl_sampler_object *msamp;
GLenum texBaseFormat;
- texobj = ctx->Texture.Unit[texUnit]._Current;
- assert(texobj);
-
- msamp = _mesa_get_samplerobj(ctx, texUnit);
texBaseFormat = _mesa_texture_base_format(texobj);
memset(sampler, 0, sizeof(*sampler));
if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
sampler->normalized_coords = 1;
- sampler->lod_bias = ctx->Texture.Unit[texUnit].LodBias + msamp->LodBias;
+ sampler->lod_bias = msamp->LodBias;
/* 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.
}
+static void
+convert_sampler_from_unit(const struct st_context *st,
+ struct pipe_sampler_state *sampler,
+ GLuint texUnit)
+{
+ const struct gl_texture_object *texobj;
+ struct gl_context *ctx = st->ctx;
+ const struct gl_sampler_object *msamp;
+
+ texobj = ctx->Texture.Unit[texUnit]._Current;
+ assert(texobj);
+
+ msamp = _mesa_get_samplerobj(ctx, texUnit);
+
+ st_convert_sampler(st, texobj, msamp, sampler);
+
+ sampler->lod_bias += ctx->Texture.Unit[texUnit].LodBias;
+}
+
+
/**
* Update the gallium driver's sampler state for fragment, vertex or
* geometry shader stage.
if (samplers_used & 1) {
const GLuint texUnit = prog->SamplerUnits[unit];
- convert_sampler(st, sampler, texUnit);
+ convert_sampler_from_unit(st, sampler, texUnit);
states[unit] = sampler;
*num_samplers = unit + 1;
}