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authormarha <marha@users.sourceforge.net>2011-12-08 09:26:34 +0100
committermarha <marha@users.sourceforge.net>2011-12-08 09:26:34 +0100
commit5b178ff5a5f0b6e481cf9fd9749eb7ef9581c987 (patch)
treea52e6d965bcb5f44858efaf1ab42c7f0a81a573a /mesalib/src/mesa/swrast/s_texfilter.c
parent528f5bd58a139174170c4130c67dca30193c9057 (diff)
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git update glproto libX11 libxcb mesa xserver 8 dec 2011
Diffstat (limited to 'mesalib/src/mesa/swrast/s_texfilter.c')
-rw-r--r--mesalib/src/mesa/swrast/s_texfilter.c18
1 files changed, 14 insertions, 4 deletions
diff --git a/mesalib/src/mesa/swrast/s_texfilter.c b/mesalib/src/mesa/swrast/s_texfilter.c
index fb172f3a8..21b55a801 100644
--- a/mesalib/src/mesa/swrast/s_texfilter.c
+++ b/mesalib/src/mesa/swrast/s_texfilter.c
@@ -3437,7 +3437,8 @@ sample_depth_texture( struct gl_context *ctx,
tObj->Target == GL_TEXTURE_2D ||
tObj->Target == GL_TEXTURE_RECTANGLE_NV ||
tObj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
- tObj->Target == GL_TEXTURE_2D_ARRAY_EXT);
+ tObj->Target == GL_TEXTURE_2D_ARRAY_EXT ||
+ tObj->Target == GL_TEXTURE_CUBE_MAP);
ambient = tObj->Sampler.CompareFailValue;
@@ -3684,7 +3685,10 @@ _swrast_choose_texture_sample_func( struct gl_context *ctx,
return &sample_nearest_3d;
}
case GL_TEXTURE_CUBE_MAP:
- if (needLambda) {
+ if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
+ return &sample_depth_texture;
+ }
+ else if (needLambda) {
return &sample_lambda_cube;
}
else if (t->Sampler.MinFilter == GL_LINEAR) {
@@ -3709,7 +3713,10 @@ _swrast_choose_texture_sample_func( struct gl_context *ctx,
return &sample_nearest_rect;
}
case GL_TEXTURE_1D_ARRAY_EXT:
- if (needLambda) {
+ if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
+ return &sample_depth_texture;
+ }
+ else if (needLambda) {
return &sample_lambda_1d_array;
}
else if (t->Sampler.MinFilter == GL_LINEAR) {
@@ -3720,7 +3727,10 @@ _swrast_choose_texture_sample_func( struct gl_context *ctx,
return &sample_nearest_1d_array;
}
case GL_TEXTURE_2D_ARRAY_EXT:
- if (needLambda) {
+ if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
+ return &sample_depth_texture;
+ }
+ else if (needLambda) {
return &sample_lambda_2d_array;
}
else if (t->Sampler.MinFilter == GL_LINEAR) {