mesa: only use fallback texture when using shaders, not fixed-function

The semantics are a little different for shaders vs. fixed-function when
trying to use an incomplete texture.  The fallback texture returning
(0,0,0,1) should only be used with shaders.

Fixes glean fbo test regression.
This commit is contained in:
Brian Paul 2009-05-05 16:29:04 -06:00
parent 01e16befd4
commit a0edbfb28f

View file

@ -560,14 +560,20 @@ update_texture_state( GLcontext *ctx )
}
}
if (fprog && !texUnit->_ReallyEnabled) {
/* If we get here it means the shader 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 (!texUnit->_ReallyEnabled) {
if (fprog) {
/* If we get here it means the shader 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);
}
else {
/* fixed-function: texture unit is really disabled */
continue;
}
}
/* if we get here, we know this texture unit is enabled */