diff options
author | Brian Paul <brianp@vmware.com> | 2009-05-01 09:30:32 -0600 |
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committer | Brian Paul <brianp@vmware.com> | 2009-05-01 09:30:32 -0600 |
commit | 3f25219c7bf0f090502489928f0f018e62c4f6cf (patch) | |
tree | 22005061c8d17bc1c57a08af1a93b36b499beb38 /src/mesa/main/texstate.c | |
parent | 7ca04273387fb1af1b67d1359f2b0da4874a0e4c (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.c | 9 |
1 files changed, 7 insertions, 2 deletions
diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c index 73f8a5339e..32d55ba8d5 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 */ |