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authorBrian Paul <[email protected]>2009-04-02 13:09:32 -0600
committerBrian Paul <[email protected]>2009-04-02 13:09:32 -0600
commit0590edeea038659d18332b61c504ccf6e97fe7fc (patch)
tree057098252bfa49e4df505430fab22e81b06ed88e
parent7511d76bd7240b85bdbcda6b955a029ab3b04046 (diff)
mesa: use correct tex unit lod bias for TXB instruction
(cherry picked from master, commit 1ab225017ed1ea8bd9e266d10ee56ab914bb28c1)
-rw-r--r--src/mesa/shader/prog_execute.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/mesa/shader/prog_execute.c b/src/mesa/shader/prog_execute.c
index a93733c0852..6a79cf40372 100644
--- a/src/mesa/shader/prog_execute.c
+++ b/src/mesa/shader/prog_execute.c
@@ -1577,8 +1577,8 @@ _mesa_execute_program(GLcontext * ctx,
case OPCODE_TXB: /* GL_ARB_fragment_program only */
/* Texel lookup with LOD bias */
{
- const struct gl_texture_unit *texUnit
- = &ctx->Texture.Unit[inst->TexSrcUnit];
+ 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);