nouveau_vieux: fix build since sampler objects merge

This commit is contained in:
Dave Airlie 2011-04-12 21:20:48 +10:00
parent 16d42af618
commit b27f206b0c
3 changed files with 12 additions and 12 deletions

View file

@ -82,11 +82,11 @@ nv04_emit_tex_obj(struct gl_context *ctx, int emit)
if (t->Sampler.MinFilter != GL_NEAREST &&
t->Sampler.MinFilter != GL_LINEAR) {
lod_max = CLAMP(MIN2(t->MaxLod, t->_MaxLambda),
lod_max = CLAMP(MIN2(t->Sampler.MaxLod, t->_MaxLambda),
0, 15) + 1;
lod_bias = CLAMP(ctx->Texture.Unit[i].LodBias +
t->LodBias, -16, 15) * 8;
t->Sampler.LodBias, -16, 15) * 8;
}
format |= nvgl_wrap_mode(t->Sampler.WrapT) << 28 |
@ -96,9 +96,9 @@ nv04_emit_tex_obj(struct gl_context *ctx, int emit)
lod_max << 12 |
get_tex_format(ti);
filter |= log2i(t->MaxAnisotropy) << 31 |
filter |= log2i(t->Sampler.MaxAnisotropy) << 31 |
nvgl_filter_mode(t->Sampler.MagFilter) << 28 |
log2i(t->MaxAnisotropy) << 27 |
log2i(t->Sampler.MaxAnisotropy) << 27 |
nvgl_filter_mode(t->Sampler.MinFilter) << 24 |
(lod_bias & 0xff) << 16;

View file

@ -183,7 +183,7 @@ nv10_emit_tex_obj(struct gl_context *ctx, int emit)
| nvgl_filter_mode(t->Sampler.MinFilter) << 24;
tx_enable = NV10_3D_TEX_ENABLE_ENABLE
| log2i(t->MaxAnisotropy) << 4;
| log2i(t->Sampler.MaxAnisotropy) << 4;
if (t->Target == GL_TEXTURE_RECTANGLE) {
BEGIN_RING(chan, celsius, NV10_3D_TEX_NPOT_PITCH(i), 1);
@ -198,9 +198,9 @@ nv10_emit_tex_obj(struct gl_context *ctx, int emit)
if (t->Sampler.MinFilter != GL_NEAREST &&
t->Sampler.MinFilter != GL_LINEAR) {
int lod_min = t->MinLod;
int lod_max = MIN2(t->MaxLod, t->_MaxLambda);
int lod_bias = t->LodBias
int lod_min = t->Sampler.MinLod;
int lod_max = MIN2(t->Sampler.MaxLod, t->_MaxLambda);
int lod_bias = t->Sampler.LodBias
+ ctx->Texture.Unit[i].LodBias;
lod_max = CLAMP(lod_max, 0, 15);

View file

@ -195,7 +195,7 @@ nv20_emit_tex_obj(struct gl_context *ctx, int emit)
| 2 << 12;
tx_enable = NV20_3D_TEX_ENABLE_ENABLE
| log2i(t->MaxAnisotropy) << 4;
| log2i(t->Sampler.MaxAnisotropy) << 4;
if (t->Target == GL_TEXTURE_RECTANGLE) {
BEGIN_RING(chan, kelvin, NV20_3D_TEX_NPOT_PITCH(i), 1);
@ -210,9 +210,9 @@ nv20_emit_tex_obj(struct gl_context *ctx, int emit)
if (t->Sampler.MinFilter != GL_NEAREST &&
t->Sampler.MinFilter != GL_LINEAR) {
int lod_min = t->MinLod;
int lod_max = MIN2(t->MaxLod, t->_MaxLambda);
int lod_bias = t->LodBias
int lod_min = t->Sampler.MinLod;
int lod_max = MIN2(t->Sampler.MaxLod, t->_MaxLambda);
int lod_bias = t->Sampler.LodBias
+ ctx->Texture.Unit[i].LodBias;
lod_max = CLAMP(lod_max, 0, 15);