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authorMarek Olšák <[email protected]>2017-06-10 22:44:10 +0200
committerMarek Olšák <[email protected]>2017-06-22 01:51:02 +0200
commitc8459846905bf7adfb6b5010a77aee9269228bdb (patch)
tree8090e6b91fe26d2ed82c5cd4aaf40c344de1cea9
parent8aba778fa2cd98a0b5a7429d3c5057778a0c808c (diff)
st/mesa: sink and simplify texBaseFormat getting for sampler states
Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
-rw-r--r--src/mesa/state_tracker/st_atom_sampler.c18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/mesa/state_tracker/st_atom_sampler.c b/src/mesa/state_tracker/st_atom_sampler.c
index a10a46995ba..5eb8584cf7e 100644
--- a/src/mesa/state_tracker/st_atom_sampler.c
+++ b/src/mesa/state_tracker/st_atom_sampler.c
@@ -107,10 +107,6 @@ st_convert_sampler(const struct st_context *st,
const struct gl_sampler_object *msamp,
struct pipe_sampler_state *sampler)
{
- GLenum texBaseFormat;
-
- texBaseFormat = _mesa_texture_base_format(texobj);
-
memset(sampler, 0, sizeof(*sampler));
sampler->wrap_s = gl_wrap_xlate(msamp->WrapS);
sampler->wrap_t = gl_wrap_xlate(msamp->WrapT);
@@ -149,6 +145,7 @@ st_convert_sampler(const struct st_context *st,
msamp->BorderColor.ui[2] ||
msamp->BorderColor.ui[3]) {
const GLboolean is_integer = texobj->_IsIntegerFormat;
+ GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
if (st->apply_texture_swizzle_to_border_color) {
const struct st_texture_object *stobj = st_texture_object_const(texobj);
@@ -195,11 +192,14 @@ st_convert_sampler(const struct st_context *st,
0 : (GLuint) msamp->MaxAnisotropy);
/* If sampling a depth texture and using shadow comparison */
- if ((texBaseFormat == GL_DEPTH_COMPONENT ||
- (texBaseFormat == GL_DEPTH_STENCIL && !texobj->StencilSampling)) &&
- msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
- sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
- sampler->compare_func = st_compare_func_to_pipe(msamp->CompareFunc);
+ if (msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
+ GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
+
+ if (texBaseFormat == GL_DEPTH_COMPONENT ||
+ (texBaseFormat == GL_DEPTH_STENCIL && !texobj->StencilSampling)) {
+ sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
+ sampler->compare_func = st_compare_func_to_pipe(msamp->CompareFunc);
+ }
}
/* Only set the seamless cube map texture parameter because the per-context