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authorBrian Paul <brian.paul@tungstengraphics.com>2008-05-07 16:44:33 -0600
committerBrian Paul <brian.paul@tungstengraphics.com>2008-05-07 16:44:33 -0600
commit1a82d9648b3db780e58e4966924157542d148c58 (patch)
treeff2df9236856e1b13c3f38622d297008a1cbbd95 /src/mesa/state_tracker/st_atom_shader.c
parent8f76459f62aaf6f3a130e9be75aa7fe565406d28 (diff)
gallium: fix some render to texture bugs
Before, we were sometimes rendering into a stale texture because st_finalize_texture() would discard the old texture and create a new one. Moved st_update_framebuffer atom after texture validation so that we can create a new renderbuffer surface if the texture changes. Also, split texture validation into two parts: finalize_textures and update_textures. Do finalize_textures first to avoid getting into the situtation where we're doing a pipe->surface_copy() mid-way through state validation. Some debug code still in place, but disabled...
Diffstat (limited to 'src/mesa/state_tracker/st_atom_shader.c')
-rw-r--r--src/mesa/state_tracker/st_atom_shader.c26
1 files changed, 25 insertions, 1 deletions
diff --git a/src/mesa/state_tracker/st_atom_shader.c b/src/mesa/state_tracker/st_atom_shader.c
index 7745591afb..8839ab380f 100644
--- a/src/mesa/state_tracker/st_atom_shader.c
+++ b/src/mesa/state_tracker/st_atom_shader.c
@@ -44,6 +44,8 @@
#include "pipe/p_context.h"
#include "pipe/p_shader_tokens.h"
+#include "util/u_simple_shaders.h"
+
#include "cso_cache/cso_context.h"
#include "st_context.h"
@@ -252,6 +254,20 @@ st_free_translated_vertex_programs(struct st_context *st,
}
+static void *
+get_passthrough_fs(struct st_context *st)
+{
+ struct pipe_shader_state shader;
+
+ if (!st->passthrough_fs) {
+ st->passthrough_fs =
+ util_make_fragment_passthrough_shader(st->pipe, &shader);
+ free((void *) shader.tokens);
+ }
+
+ return st->passthrough_fs;
+}
+
static void
update_linkage( struct st_context *st )
@@ -277,7 +293,15 @@ update_linkage( struct st_context *st )
st_reference_fragprog(st, &st->fp, stfp);
cso_set_vertex_shader_handle(st->cso_context, stvp->driver_shader);
- cso_set_fragment_shader_handle(st->cso_context, stfp->driver_shader);
+
+ if (st->missing_textures) {
+ /* use a pass-through frag shader that uses no textures */
+ void *fs = get_passthrough_fs(st);
+ cso_set_fragment_shader_handle(st->cso_context, fs);
+ }
+ else {
+ cso_set_fragment_shader_handle(st->cso_context, stfp->driver_shader);
+ }
st->vertex_result_to_slot = xvp->output_to_slot;
}