if (t->Sampler.MinFilter != GL_NEAREST &&
t->Sampler.MinFilter != GL_LINEAR) {
- lod_max = CLAMP(MIN2(t->MaxLod, t->_MaxLambda),
+ lod_max = CLAMP(MIN2(t->Sampler.MaxLod, t->_MaxLambda),
0, 15) + 1;
lod_bias = CLAMP(ctx->Texture.Unit[i].LodBias +
- t->LodBias, -16, 15) * 8;
+ t->Sampler.LodBias, -16, 15) * 8;
}
format |= nvgl_wrap_mode(t->Sampler.WrapT) << 28 |
lod_max << 12 |
get_tex_format(ti);
- filter |= log2i(t->MaxAnisotropy) << 31 |
+ filter |= log2i(t->Sampler.MaxAnisotropy) << 31 |
nvgl_filter_mode(t->Sampler.MagFilter) << 28 |
- log2i(t->MaxAnisotropy) << 27 |
+ log2i(t->Sampler.MaxAnisotropy) << 27 |
nvgl_filter_mode(t->Sampler.MinFilter) << 24 |
(lod_bias & 0xff) << 16;
| nvgl_filter_mode(t->Sampler.MinFilter) << 24;
tx_enable = NV10_3D_TEX_ENABLE_ENABLE
- | log2i(t->MaxAnisotropy) << 4;
+ | log2i(t->Sampler.MaxAnisotropy) << 4;
if (t->Target == GL_TEXTURE_RECTANGLE) {
BEGIN_RING(chan, celsius, NV10_3D_TEX_NPOT_PITCH(i), 1);
if (t->Sampler.MinFilter != GL_NEAREST &&
t->Sampler.MinFilter != GL_LINEAR) {
- int lod_min = t->MinLod;
- int lod_max = MIN2(t->MaxLod, t->_MaxLambda);
- int lod_bias = t->LodBias
+ int lod_min = t->Sampler.MinLod;
+ int lod_max = MIN2(t->Sampler.MaxLod, t->_MaxLambda);
+ int lod_bias = t->Sampler.LodBias
+ ctx->Texture.Unit[i].LodBias;
lod_max = CLAMP(lod_max, 0, 15);
| 2 << 12;
tx_enable = NV20_3D_TEX_ENABLE_ENABLE
- | log2i(t->MaxAnisotropy) << 4;
+ | log2i(t->Sampler.MaxAnisotropy) << 4;
if (t->Target == GL_TEXTURE_RECTANGLE) {
BEGIN_RING(chan, kelvin, NV20_3D_TEX_NPOT_PITCH(i), 1);
if (t->Sampler.MinFilter != GL_NEAREST &&
t->Sampler.MinFilter != GL_LINEAR) {
- int lod_min = t->MinLod;
- int lod_max = MIN2(t->MaxLod, t->_MaxLambda);
- int lod_bias = t->LodBias
+ int lod_min = t->Sampler.MinLod;
+ int lod_max = MIN2(t->Sampler.MaxLod, t->_MaxLambda);
+ int lod_bias = t->Sampler.LodBias
+ ctx->Texture.Unit[i].LodBias;
lod_max = CLAMP(lod_max, 0, 15);