From 890f37d4d96471a5c3d8ae286dfc13ad18ff78e5 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Wed, 23 Sep 2009 13:34:30 -0600 Subject: [PATCH] mesa: don't bias LOD in shader interpreter; do it in swrast --- src/mesa/shader/prog_execute.c | 7 +------ 1 file changed, 1 insertion(+), 6 deletions(-) diff --git a/src/mesa/shader/prog_execute.c b/src/mesa/shader/prog_execute.c index 68a59350a13..7cb463cd07f 100644 --- a/src/mesa/shader/prog_execute.c +++ b/src/mesa/shader/prog_execute.c @@ -1527,17 +1527,12 @@ _mesa_execute_program(GLcontext * ctx, case OPCODE_TXB: /* GL_ARB_fragment_program only */ /* Texel lookup with LOD bias */ { - const GLuint unit = machine->Samplers[inst->TexSrcUnit]; - const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; GLfloat texcoord[4], color[4], lodBias; fetch_vector4(&inst->SrcReg[0], machine, texcoord); /* texcoord[3] is the bias to add to lambda */ - lodBias = texUnit->LodBias + texcoord[3]; - if (texUnit->_Current) { - lodBias += texUnit->_Current->LodBias; - } + lodBias = texcoord[3]; fetch_texel(ctx, machine, inst, texcoord, lodBias, color); -- 2.30.2