st/mesa: remove st_get_default_texture()

Just use _mesa_get_fallback_texture() instead.

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
This commit is contained in:
Brian Paul 2012-02-12 16:30:28 -07:00
parent c04db7f7fa
commit ea2aca036c
4 changed files with 4 additions and 57 deletions

View file

@ -35,6 +35,7 @@
#include "main/macros.h"
#include "main/mtypes.h"
#include "main/samplerobj.h"
#include "main/texobj.h"
#include "st_context.h"
#include "st_cb_texture.h"
@ -132,7 +133,7 @@ convert_sampler(struct st_context *st,
texobj = ctx->Texture.Unit[texUnit]._Current;
if (!texobj) {
texobj = st_get_default_texture(st);
texobj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
}
msamp = _mesa_get_samplerobj(ctx, texUnit);

View file

@ -35,6 +35,7 @@
#include "main/macros.h"
#include "main/mtypes.h"
#include "main/samplerobj.h"
#include "main/texobj.h"
#include "program/prog_instruction.h"
#include "st_context.h"
@ -201,7 +202,7 @@ update_single_texture(struct st_context *st,
texObj = ctx->Texture.Unit[texUnit]._Current;
if (!texObj) {
texObj = st_get_default_texture(st);
texObj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
samp = &texObj->Sampler;
}
stObj = st_texture_object(texObj);

View file

@ -1336,57 +1336,6 @@ st_finalize_texture(struct gl_context *ctx,
}
/**
* Returns pointer to a default/dummy texture.
* This is typically used when the current shader has tex/sample instructions
* but the user has not provided a (any) texture(s).
*/
struct gl_texture_object *
st_get_default_texture(struct st_context *st)
{
if (!st->default_texture) {
static const GLenum target = GL_TEXTURE_2D;
GLubyte pixels[16][16][4];
struct gl_texture_object *texObj;
struct gl_texture_image *texImg;
GLuint i, j;
/* The ARB_fragment_program spec says (0,0,0,1) should be returned
* when attempting to sample incomplete textures.
*/
for (i = 0; i < 16; i++) {
for (j = 0; j < 16; j++) {
pixels[i][j][0] = 0;
pixels[i][j][1] = 0;
pixels[i][j][2] = 0;
pixels[i][j][3] = 255;
}
}
texObj = st->ctx->Driver.NewTextureObject(st->ctx, 0, target);
texImg = _mesa_get_tex_image(st->ctx, texObj, target, 0);
_mesa_init_teximage_fields(st->ctx, texImg,
16, 16, 1, 0, /* w, h, d, border */
GL_RGBA, MESA_FORMAT_RGBA8888);
_mesa_store_teximage2d(st->ctx, texImg,
GL_RGBA, /* level, intformat */
16, 16, 1, /* w, h, d, border */
GL_RGBA, GL_UNSIGNED_BYTE, pixels,
&st->ctx->DefaultPacking);
texObj->Sampler.MinFilter = GL_NEAREST;
texObj->Sampler.MagFilter = GL_NEAREST;
texObj->_Complete = GL_TRUE;
st->default_texture = texObj;
}
return st->default_texture;
}
/**
* Called via ctx->Driver.AllocTextureStorage() to allocate texture memory
* for a whole mipmap stack.

View file

@ -44,10 +44,6 @@ st_finalize_texture(struct gl_context *ctx,
struct gl_texture_object *tObj);
extern struct gl_texture_object *
st_get_default_texture(struct st_context *st);
extern void
st_init_texture_functions(struct dd_function_table *functions);