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authorBrian Paul <brian.paul@tungstengraphics.com>2008-04-25 15:23:21 -0600
committerBrian Paul <brian.paul@tungstengraphics.com>2008-04-25 15:24:07 -0600
commit332b77b852905224741084c5a4f5d2f4625dd119 (patch)
treed0a9c8b79656068e85c2b3666eb1ceb2756e08f4 /src/mesa/state_tracker/st_context.h
parent4c50969334844bc9aa622176c3ebcbc733394f78 (diff)
gallium: use simple color pass-through fragment shader if textures don't exist
If we run out of texture memory we may not have the texture needed by the fragment shader. If this happens, plug in a color passthrough shader. So instead of crashing, we just don't see the texture. GL_OUT_OF_MEMORY is raised, of course.
Diffstat (limited to 'src/mesa/state_tracker/st_context.h')
-rw-r--r--src/mesa/state_tracker/st_context.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/mesa/state_tracker/st_context.h b/src/mesa/state_tracker/st_context.h
index 2851770d4c..7e933a2b10 100644
--- a/src/mesa/state_tracker/st_context.h
+++ b/src/mesa/state_tracker/st_context.h
@@ -165,6 +165,8 @@ struct st_context
struct pipe_buffer *vbuf;
} clear;
+ void *passthrough_fs; /**< simple pass-through frag shader */
+
struct gen_mipmap_state *gen_mipmap;
struct blit_state *blit;