t1 = 1.0f;
}
else {
- s0 = 0;
- s1 = srcW;
- t0 = 0;
- t1 = srcH;
+ s0 = 0.0f;
+ s1 = (float) srcW;
+ t0 = 0.0f;
+ t1 = (float) srcH;
}
u_sampler_view_default_template(&sv_templ, tex, tex->format);
return;
}
- s0 = srcX0;
- s1 = srcX1;
- t0 = srcY0;
- t1 = srcY1;
+ s0 = (float) srcX0;
+ s1 = (float) srcX1;
+ t0 = (float) srcY0;
+ t1 = (float) srcY1;
normalized = sampler_view->texture->target != PIPE_TEXTURE_RECT;
if(normalized)
{
ctx->sampler.normalized_coords = normalized;
ctx->sampler.min_img_filter = filter;
ctx->sampler.mag_img_filter = filter;
- ctx->sampler.min_lod = src_level;
- ctx->sampler.max_lod = src_level;
+ ctx->sampler.min_lod = (float) src_level;
+ ctx->sampler.max_lod = (float) src_level;
/* Depth stencil state, fragment shader and sampler setup depending on what
* we blit.
assert(tex->width0 != 0);
assert(tex->height0 != 0);
- s0 = srcX0;
- s1 = srcX1;
- t0 = srcY0;
- t1 = srcY1;
+ s0 = (float) srcX0;
+ s1 = (float) srcX1;
+ t0 = (float) srcY0;
+ t1 = (float) srcY1;
if(normalized)
{