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authorMiklós Máté <[email protected]>2017-12-02 23:35:17 +0100
committerMarek Olšák <[email protected]>2017-12-25 14:32:22 +0100
commit178a3dfb0ebc517bef3fec37afaaa75af2fdc48d (patch)
treec7e874b661af78646311994a7eae67cbb6bc5994
parentf9cd6c502e1eea27f4a7904dfd75a6a0a23cb41b (diff)
mesa: add fallback texture for SampleMapATI if there is nothing
This fixes crash in the state tracker. Piglit: spec/ati_fragment_shader/render-notexture v2: fixed formatting, moved stuff inside the loop, moved the fallback later to fix more cases Signed-off-by: Miklós Máté <[email protected]>
-rw-r--r--src/mesa/main/texstate.c30
1 files changed, 30 insertions, 0 deletions
diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c
index 2146723d086..8f87cac0ce4 100644
--- a/src/mesa/main/texstate.c
+++ b/src/mesa/main/texstate.c
@@ -819,6 +819,29 @@ update_ff_texture_state(struct gl_context *ctx,
}
}
+static void
+fix_missing_textures_for_atifs(struct gl_context *ctx,
+ struct gl_program *prog,
+ BITSET_WORD *enabled_texture_units)
+{
+ GLbitfield mask = prog->SamplersUsed;
+
+ while (mask) {
+ const int s = u_bit_scan(&mask);
+ const int unit = prog->SamplerUnits[s];
+ const gl_texture_index target_index = ffs(prog->TexturesUsed[unit]) - 1;
+
+ if (!ctx->Texture.Unit[unit]._Current) {
+ struct gl_texture_object *texObj =
+ _mesa_get_fallback_texture(ctx, target_index);
+ _mesa_reference_texobj(&ctx->Texture.Unit[unit]._Current, texObj);
+ BITSET_SET(enabled_texture_units, unit);
+ ctx->Texture._MaxEnabledTexImageUnit =
+ MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit);
+ }
+ }
+}
+
/**
* \note This routine refers to derived texture matrix values to
* compute the ENABLE_TEXMAT flags, but is only called on
@@ -875,6 +898,13 @@ _mesa_update_texture_state(struct gl_context *ctx)
_mesa_reference_texobj(&ctx->Texture.Unit[i]._Current, NULL);
}
+ /* add fallback texture for SampleMapATI if there is nothing */
+ if (_mesa_ati_fragment_shader_enabled(ctx) &&
+ ctx->ATIFragmentShader.Current->Program)
+ fix_missing_textures_for_atifs(ctx,
+ ctx->ATIFragmentShader.Current->Program,
+ enabled_texture_units);
+
if (!prog[MESA_SHADER_FRAGMENT] || !prog[MESA_SHADER_VERTEX])
update_texgen(ctx);
}