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authorBrian Paul <brianp@vmware.com>2011-04-10 12:44:46 -0600
committerBrian Paul <brianp@vmware.com>2011-04-10 13:12:49 -0600
commitecfaab88b2577bd0395bc05d75a036126806a9c4 (patch)
tree5abb78f767f546778d551a57f7f2cfe20c479f50 /src/mesa/drivers/dri/savage/savagerender.c
parent1cbd3a1cc734df16610a59dc49cdb42c70dc3270 (diff)
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mesa: move sampler state into new gl_sampler_object type
gl_texture_object contains an instance of this type for the regular texture object sampling state. glGenSamplers() generates new instances of gl_sampler_object which can override that state with glBindSampler().
Diffstat (limited to 'src/mesa/drivers/dri/savage/savagerender.c')
-rw-r--r--src/mesa/drivers/dri/savage/savagerender.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/mesa/drivers/dri/savage/savagerender.c b/src/mesa/drivers/dri/savage/savagerender.c
index 8cc448a..6687dc5 100644
--- a/src/mesa/drivers/dri/savage/savagerender.c
+++ b/src/mesa/drivers/dri/savage/savagerender.c
@@ -250,9 +250,9 @@ static GLboolean run_texnorm_stage( struct gl_context *ctx,
const GLbitfield reallyEnabled = ctx->Texture.Unit[i]._ReallyEnabled;
if (reallyEnabled) {
const struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;
- const GLboolean normalizeS = (texObj->WrapS == GL_REPEAT);
+ const GLboolean normalizeS = (texObj->Sampler.WrapS == GL_REPEAT);
const GLboolean normalizeT = (reallyEnabled & TEXTURE_2D_BIT) &&
- (texObj->WrapT == GL_REPEAT);
+ (texObj->Sampler.WrapT == GL_REPEAT);
const GLfloat *in = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_TEX0 + i]->data;
const GLint instride = VB->AttribPtr[_TNL_ATTRIB_TEX0 + i]->stride;
GLfloat (*out)[4] = store->texcoord[i].data;
@@ -332,15 +332,15 @@ static void validate_texnorm( struct gl_context *ctx,
GLuint flags = 0;
if (((ctx->Texture.Unit[0]._ReallyEnabled & (TEXTURE_1D_BIT|TEXTURE_2D_BIT)) &&
- (ctx->Texture.Unit[0]._Current->WrapS == GL_REPEAT)) ||
+ (ctx->Texture.Unit[0]._Current->Sampler.WrapS == GL_REPEAT)) ||
((ctx->Texture.Unit[0]._ReallyEnabled & TEXTURE_2D_BIT) &&
- (ctx->Texture.Unit[0]._Current->WrapT == GL_REPEAT)))
+ (ctx->Texture.Unit[0]._Current->Sampler.WrapT == GL_REPEAT)))
flags |= VERT_BIT_TEX0;
if (((ctx->Texture.Unit[1]._ReallyEnabled & (TEXTURE_1D_BIT|TEXTURE_2D_BIT)) &&
- (ctx->Texture.Unit[1]._Current->WrapS == GL_REPEAT)) ||
+ (ctx->Texture.Unit[1]._Current->Sampler.WrapS == GL_REPEAT)) ||
((ctx->Texture.Unit[1]._ReallyEnabled & TEXTURE_2D_BIT) &&
- (ctx->Texture.Unit[1]._Current->WrapT == GL_REPEAT)))
+ (ctx->Texture.Unit[1]._Current->Sampler.WrapT == GL_REPEAT)))
flags |= VERT_BIT_TEX1;
store->active = (flags != 0);