_mesa_BindTexture(target, texObj->Name);
if (!mipmap->Sampler) {
+ struct gl_sampler_object *samp_obj;
+
_mesa_GenSamplers(1, &mipmap->Sampler);
+
+ samp_obj = _mesa_lookup_samplerobj(ctx, mipmap->Sampler);
+ assert(samp_obj != NULL && samp_obj->Name == mipmap->Sampler);
+
_mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
- _mesa_SamplerParameteri(mipmap->Sampler,
- GL_TEXTURE_MIN_FILTER,
- GL_LINEAR_MIPMAP_LINEAR);
- _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+ _mesa_set_sampler_filters(ctx, samp_obj, GL_LINEAR_MIPMAP_LINEAR,
+ GL_LINEAR);
+ _mesa_set_sampler_wrap(ctx, samp_obj, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE,
+ GL_CLAMP_TO_EDGE);
/* We don't want to encode or decode sRGB values; treat them as linear.
* This is not technically correct for GLES3 but we don't get any API
* error at the moment.
*/
if (ctx->Extensions.EXT_texture_sRGB_decode) {
- _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
- GL_SKIP_DECODE_EXT);
+ _mesa_set_sampler_srgb_decode(ctx, samp_obj, GL_SKIP_DECODE_EXT);
}
} else {
_mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);