get_four_texels(unit, level, face, is0, it1, texels + 8); /* lower-left */
get_four_texels(unit, level, face, is1, it1, texels + 12); /* lower-right */
- /* XXX possibly rework following code to compute the weighted sample
- * colors with integer arithmetic for fewer int->float conversions.
- */
-
/* convert packed int texels to float colors */
vector float ftexels[16];
spu_unpack_A8R8G8B8_transpose4(texels + 0, ftexels + 0);
/**
- * Bilinear filtering, using int intead of float arithmetic
+ * Bilinear filtering, using int instead of float arithmetic for computing
+ * sample weights.
*/
void
sample_texture_2d_bilinear_int(vector float s, vector float t,