From 3f25219c7bf0f090502489928f0f018e62c4f6cf Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Fri, 1 May 2009 09:30:32 -0600 Subject: 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? --- src/mesa/main/texobj.h | 3 +++ 1 file changed, 3 insertions(+) (limited to 'src/mesa/main/texobj.h') diff --git a/src/mesa/main/texobj.h b/src/mesa/main/texobj.h index d5374c5d6c..2599c0816a 100644 --- a/src/mesa/main/texobj.h +++ b/src/mesa/main/texobj.h @@ -65,6 +65,9 @@ extern void _mesa_test_texobj_completeness( const GLcontext *ctx, struct gl_texture_object *obj ); +extern struct gl_texture_object * +_mesa_get_fallback_texture(GLcontext *ctx); + extern void _mesa_unlock_context_textures( GLcontext *ctx ); -- cgit v1.2.3