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authorPauli Nieminen <[email protected]>2012-06-12 21:38:53 +0300
committerEric Anholt <[email protected]>2012-08-01 15:31:17 -0700
commitcae76368523b2dd25f26069b9872a8993384fa57 (patch)
treec87d71bd4a10df833d32c8e7197a0f0ae1a1c227
parent6f6bd8aedcf2b2f0e1ca9a1fa7ded1cb1f5a88ed (diff)
mesa/ff_shader: Fix sampler state reading
Fixed function fragment shader generator was incorrectly read texture sampling state directly from texture object. To make sure that ARB_sampler_object works correctly shader generator has to use the bound sampler if one exist. Signed-off-by: Pauli Nieminen <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
-rw-r--r--src/mesa/main/ff_fragment_shader.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/src/mesa/main/ff_fragment_shader.cpp b/src/mesa/main/ff_fragment_shader.cpp
index 0233f380257..f743ce109fd 100644
--- a/src/mesa/main/ff_fragment_shader.cpp
+++ b/src/mesa/main/ff_fragment_shader.cpp
@@ -33,6 +33,7 @@ extern "C" {
#include "mtypes.h"
#include "main/uniforms.h"
#include "main/macros.h"
+#include "main/samplerobj.h"
#include "program/program.h"
#include "program/prog_parameter.h"
#include "program/prog_cache.h"
@@ -428,11 +429,13 @@ static GLuint make_state_key( struct gl_context *ctx, struct state_key *key )
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
const struct gl_texture_object *texObj = texUnit->_Current;
const struct gl_tex_env_combine_state *comb = texUnit->_CurrentCombine;
+ const struct gl_sampler_object *samp;
GLenum format;
if (!texUnit->_ReallyEnabled || !texUnit->Enabled)
continue;
+ samp = _mesa_get_samplerobj(ctx, i);
format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat;
key->unit[i].enabled = 1;
@@ -444,7 +447,7 @@ static GLuint make_state_key( struct gl_context *ctx, struct state_key *key )
translate_tex_src_bit(texUnit->_ReallyEnabled);
key->unit[i].shadow =
- ((texObj->Sampler.CompareMode == GL_COMPARE_R_TO_TEXTURE) &&
+ ((samp->CompareMode == GL_COMPARE_R_TO_TEXTURE) &&
((format == GL_DEPTH_COMPONENT) ||
(format == GL_DEPTH_STENCIL_EXT)));