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-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