/* Fortunately, no need to translate this. */
state->unit[i].texture_compare_func = s->state.compare_func;
}
+
+ /* Should we ask the shader to handle wrapping modes for us? */
+ if (!s->state.normalized_coords) {
+ state->unit[i].non_normalized_coords = 1;
+
+ /* XXX this should probably take into account STR, not just S. */
+ switch (s->state.wrap_s) {
+ case PIPE_TEX_WRAP_REPEAT:
+ state->unit[i].wrap_mode = RC_WRAP_REPEAT;
+ break;
+ case PIPE_TEX_WRAP_CLAMP:
+ case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
+ case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
+ state->unit[i].wrap_mode = RC_WRAP_CLAMP;
+ break;
+ case PIPE_TEX_WRAP_MIRROR_REPEAT:
+ case PIPE_TEX_WRAP_MIRROR_CLAMP:
+ case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
+ case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
+ state->unit[i].wrap_mode = RC_WRAP_MIRROR;
+ break;
+ default:
+ state->unit[i].wrap_mode = RC_WRAP_NONE;
+ break;
+ }
+ }
}
}