Lines Matching refs:sampler
128 struct pipe_sampler_state *sampler,
142 memset(sampler, 0, sizeof(*sampler));
143 sampler->wrap_s = gl_wrap_xlate(msamp->WrapS);
144 sampler->wrap_t = gl_wrap_xlate(msamp->WrapT);
145 sampler->wrap_r = gl_wrap_xlate(msamp->WrapR);
147 sampler->min_img_filter = gl_filter_to_img_filter(msamp->MinFilter);
148 sampler->min_mip_filter = gl_filter_to_mip_filter(msamp->MinFilter);
149 sampler->mag_img_filter = gl_filter_to_img_filter(msamp->MagFilter);
152 sampler->normalized_coords = 1;
154 sampler->lod_bias = ctx->Texture.Unit[texUnit].LodBias + msamp->LodBias;
156 sampler->min_lod = CLAMP(msamp->MinLod,
159 sampler->max_lod = MIN2((GLfloat) texobj->MaxLevel - texobj->BaseLevel,
161 if (sampler->max_lod < sampler->min_lod) {
165 float tmp = sampler->max_lod;
166 sampler->max_lod = sampler->min_lod;
167 sampler->min_lod = tmp;
168 assert(sampler->min_lod <= sampler->max_lod);
185 &sampler->border_color,
189 sampler->max_anisotropy = (msamp->MaxAnisotropy == 1.0 ?
194 sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
195 sampler->compare_func
199 sampler->seamless_cube_map =
205 * Update the gallium driver's sampler state for fragment, vertex or
227 /* loop over sampler units (aka tex image units) */
229 struct pipe_sampler_state *sampler = samplers + unit;
234 convert_sampler(st, sampler, texUnit);
238 cso_single_sampler(st->cso_context, shader_stage, unit, sampler);