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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/texstate.c
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/texstate.c')
-rw-r--r--src/mesa/main/texstate.c9
1 files changed, 7 insertions, 2 deletions
diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c
index 73f8a5339ec..32d55ba8d58 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 */