On 21/11/17 01:27, Ian Romanick wrote:
Only need one mesa: in the subject. :)
On 11/20/2017 04:07 PM, Miklós Máté wrote:
This fixes crash in the state tracker.
Piglit: spec/ati_fragment_shader/render-notexture
Signed-off-by: Miklós Máté <mtm...@gmail.com>
---
src/mesa/main/texstate.c | 35 +++++++++++++++++++++++++++++++++++
1 file changed, 35 insertions(+)
diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c
index 2146723d08..a0717a542f 100644
--- a/src/mesa/main/texstate.c
+++ b/src/mesa/main/texstate.c
@@ -819,6 +819,35 @@ update_ff_texture_state(struct gl_context *ctx,
}
}
+static void
+fix_missing_textures_for_atifs(struct gl_context *ctx,
+ struct gl_program *prog,
+ BITSET_WORD *enabled_texture_units)
I'm fairly sure there's already a function like this somewhere in Mesa.
Perhaps that code could be refactored slightly so that it can be re-used
here?
I'll try to refactor this.
+{
+ GLbitfield mask;
+ GLuint s;
+ int unit;
+ gl_texture_index target_index;
+ struct gl_texture_object *texObj;
All of these declarations except mask can be moved inside the loop.
Then they could all be made const.
Yes, that's a good idea.
+
+ mask = prog->SamplersUsed;
+ while (mask) {
+ s = u_bit_scan(&mask);
+ unit = prog->SamplerUnits[s];
+
+ target_index = ffs(prog->TexturesUsed[unit]) - 1;
+
+ if (!ctx->Texture.Unit[unit]._Current) {
+ texObj = _mesa_get_fallback_texture(ctx, target_index);
+
+ _mesa_reference_texobj(&ctx->Texture.Unit[unit]._Current, texObj);
+ BITSET_SET(enabled_texture_units, unit);
+ ctx->Texture._MaxEnabledTexImageUnit =
+ MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit);
+ }
+ }
+}
+
/**
* \note This routine refers to derived texture matrix values to
* compute the ENABLE_TEXMAT flags, but is only called on
@@ -866,6 +895,12 @@ _mesa_update_texture_state(struct gl_context *ctx)
if (!prog[MESA_SHADER_FRAGMENT])
update_ff_texture_state(ctx, enabled_texture_units);
+ /* add fallback texture for SampleMapATI if there is nothing */
+ if (_mesa_ati_fragment_shader_enabled(ctx) &&
+ ctx->ATIFragmentShader.Current->Program)
This should line up with the (.
+ fix_missing_textures_for_atifs(ctx,
+ ctx->ATIFragmentShader.Current->Program, enabled_texture_units);
Same here.
I'll fix the formatting.
+
/* Now, clear out the _Current of any disabled texture units. */
for (i = 0; i <= ctx->Texture._MaxEnabledTexImageUnit; i++) {
if (!BITSET_TEST(enabled_texture_units, i))
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