patch things up enough to allow texture sampling to work
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@@ -1,6 +1,15 @@
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#include "tgsi_platform.h"
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#include "tgsi_core.h"
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#define MESA 1
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#if MESA
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#include "main/context.h"
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#include "main/macros.h"
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#include "main/colormac.h"
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#include "swrast/swrast.h"
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#include "swrast/s_context.h"
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#endif
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#define TILE_BOTTOM_LEFT 0
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#define TILE_BOTTOM_RIGHT 1
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#define TILE_TOP_LEFT 2
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@@ -1039,6 +1048,10 @@ fetch_texel_1d( GLcontext *ctx,
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lambdas[3] = lambda;
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}
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if (!swrast->TextureSample[unit]) {
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_swrast_update_texture_samplers(ctx);
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}
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/* XXX use a float-valued TextureSample routine here!!! */
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swrast->TextureSample[unit] (ctx,
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ctx->Texture.Unit[unit]._Current,
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@@ -1123,6 +1136,10 @@ fetch_texel_2d( GLcontext *ctx,
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lambdas[3] = lambda;
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}
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if (!swrast->TextureSample[unit]) {
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_swrast_update_texture_samplers(ctx);
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}
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/* XXX use a float-valued TextureSample routine here!!! */
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swrast->TextureSample[unit](
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ctx,
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@@ -1214,6 +1231,10 @@ fetch_texel_3d( GLcontext *ctx,
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lambdas[3] = lambda;
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}
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if (!swrast->TextureSample[unit]) {
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_swrast_update_texture_samplers(ctx);
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}
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/* XXX use a float-valued TextureSample routine here!!! */
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swrast->TextureSample[unit] (ctx,
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ctx->Texture.Unit[unit]._Current,
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