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authorBrian Paul <brianp@vmware.com>2009-09-23 13:34:30 -0600
committerBrian Paul <brianp@vmware.com>2009-09-23 13:36:44 -0600
commit890f37d4d96471a5c3d8ae286dfc13ad18ff78e5 (patch)
tree0343c1e539d4be06fe8ba3485cc335ca094ebcd8
parentad935c3f4708417641dd3c257912ccce11485acc (diff)
mesa: don't bias LOD in shader interpreter; do it in swrast
-rw-r--r--src/mesa/shader/prog_execute.c7
1 files changed, 1 insertions, 6 deletions
diff --git a/src/mesa/shader/prog_execute.c b/src/mesa/shader/prog_execute.c
index 68a59350a13..7cb463cd07f 100644
--- a/src/mesa/shader/prog_execute.c
+++ b/src/mesa/shader/prog_execute.c
@@ -1527,17 +1527,12 @@ _mesa_execute_program(GLcontext * ctx,
case OPCODE_TXB: /* GL_ARB_fragment_program only */
/* Texel lookup with LOD bias */
{
- const GLuint unit = machine->Samplers[inst->TexSrcUnit];
- const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
GLfloat texcoord[4], color[4], lodBias;
fetch_vector4(&inst->SrcReg[0], machine, texcoord);
/* texcoord[3] is the bias to add to lambda */
- lodBias = texUnit->LodBias + texcoord[3];
- if (texUnit->_Current) {
- lodBias += texUnit->_Current->LodBias;
- }
+ lodBias = texcoord[3];
fetch_texel(ctx, machine, inst, texcoord, lodBias, color);