diff options
author | Brian Paul <[email protected]> | 2009-05-01 09:30:32 -0600 |
---|---|---|
committer | Ian Romanick <[email protected]> | 2009-06-22 15:15:19 -0700 |
commit | 00e203fe17cbf2127abc422c785cf9fad3232adb (patch) | |
tree | f925c2f859536a7c87f088191050c964276594d1 /src/mesa/main/texstate.c | |
parent | abfd56c24c821e0dec233348ef01aef5b57f2763 (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?
(cherry picked from commit 3f25219c7bf0f090502489928f0f018e62c4f6cf)
Diffstat (limited to 'src/mesa/main/texstate.c')
-rw-r--r-- | src/mesa/main/texstate.c | 9 |
1 files changed, 7 insertions, 2 deletions
diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c index cef58d7a496..89da4335a2e 100644 --- a/src/mesa/main/texstate.c +++ b/src/mesa/main/texstate.c @@ -561,8 +561,13 @@ update_texture_state( GLcontext *ctx ) } if (!texUnit->_ReallyEnabled) { - _mesa_reference_texobj(&texUnit->_Current, NULL); - continue; + /* If we get here it means the shader (or fixed-function state) + * is expecting a texture object, but there isn't one (or it's + * incomplete). Use the fallback texture. + */ + struct gl_texture_object *texObj = _mesa_get_fallback_texture(ctx); + texUnit->_ReallyEnabled = 1 << TEXTURE_2D_INDEX; + _mesa_reference_texobj(&texUnit->_Current, texObj); } /* if we get here, we know this texture unit is enabled */ |