summaryrefslogtreecommitdiffstats
path: root/src/mesa/main/texobj.h
diff options
context:
space:
mode:
authorBrian Paul <[email protected]>2009-05-01 09:30:32 -0600
committerBrian Paul <[email protected]>2009-05-01 09:30:32 -0600
commit3f25219c7bf0f090502489928f0f018e62c4f6cf (patch)
tree22005061c8d17bc1c57a08af1a93b36b499beb38 /src/mesa/main/texobj.h
parent7ca04273387fb1af1b67d1359f2b0da4874a0e4c (diff)
mesa: create/use a fallback texture when bound texture is incomplete
When a GLSL sampler reads from an incomplete texture it should return (0,0,0,1). Instead of jumping through hoops in all the drivers to make this happen, just create/install a fallback texture with those texel values. Fixes piglit/fp-incomplete-tex on i965 and more importantly, fixes some GPU lockups when trying to sample from missing surfaces. If a binding table entry is NULL, it seems that sampling sometimes works, but not always (lockup). Todo: create a fallback texture for each type of texture target?
Diffstat (limited to 'src/mesa/main/texobj.h')
-rw-r--r--src/mesa/main/texobj.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/mesa/main/texobj.h b/src/mesa/main/texobj.h
index d5374c5d6c4..2599c0816a9 100644
--- a/src/mesa/main/texobj.h
+++ b/src/mesa/main/texobj.h
@@ -65,6 +65,9 @@ extern void
_mesa_test_texobj_completeness( const GLcontext *ctx,
struct gl_texture_object *obj );
+extern struct gl_texture_object *
+_mesa_get_fallback_texture(GLcontext *ctx);
+
extern void
_mesa_unlock_context_textures( GLcontext *ctx );