st/mesa: simplify integer texture check
Just use the gl_texture_object::_IsInteger field instead of computing it from scratch. Reviewed-by: Roland Scheidegger <sroland@vmware.com>
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@@ -170,21 +170,18 @@ convert_sampler(struct st_context *st,
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assert(sampler->min_lod <= sampler->max_lod);
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}
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/* For non-black borders... */
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if (msamp->BorderColor.ui[0] ||
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msamp->BorderColor.ui[1] ||
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msamp->BorderColor.ui[2] ||
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msamp->BorderColor.ui[3]) {
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struct st_texture_object *stobj = st_texture_object(texobj);
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struct gl_texture_image *teximg;
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GLboolean is_integer = GL_FALSE;
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const GLboolean is_integer = texobj->_IsIntegerFormat;
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union pipe_color_union border_color;
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teximg = texobj->Image[0][texobj->BaseLevel];
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if (teximg) {
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is_integer = _mesa_is_enum_format_integer(teximg->InternalFormat);
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}
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if (st->apply_texture_swizzle_to_border_color && stobj->sampler_view) {
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const unsigned char swz[4] =
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{
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