}
}
+
+/**
+ * Return pointer to a default/fallback texture.
+ * The texture is a 2D 8x8 RGBA texture with all texels = (0,0,0,1).
+ * That's the value a sampler should get when sampling from an
+ * incomplete texture.
+ */
+struct gl_texture_object *
+_mesa_get_fallback_texture(GLcontext *ctx)
+{
+ if (!ctx->Shared->FallbackTex) {
+ /* create fallback texture now */
+ static GLubyte texels[8 * 8][4];
+ struct gl_texture_object *texObj;
+ struct gl_texture_image *texImage;
+ GLuint i;
+
+ for (i = 0; i < 8 * 8; i++) {
+ texels[i][0] =
+ texels[i][1] =
+ texels[i][2] = 0x0;
+ texels[i][3] = 0xff;
+ }
+
+ /* create texture object */
+ texObj = ctx->Driver.NewTextureObject(ctx, 0, GL_TEXTURE_2D);
+ assert(texObj->RefCount == 1);
+ texObj->MinFilter = GL_NEAREST;
+ texObj->MagFilter = GL_NEAREST;
+
+ /* create level[0] texture image */
+ texImage = _mesa_get_tex_image(ctx, texObj, GL_TEXTURE_2D, 0);
+
+ /* init the image fields */
+ _mesa_init_teximage_fields(ctx, GL_TEXTURE_2D, texImage,
+ 8, 8, 1, 0, GL_RGBA);
+
+ /* set image data */
+ ctx->Driver.TexImage2D(ctx, GL_TEXTURE_2D, 0, GL_RGBA,
+ 8, 8, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, texels,
+ &ctx->DefaultPacking, texObj, texImage);
+
+ _mesa_test_texobj_completeness(ctx, texObj);
+ assert(texObj->_Complete);
+
+ ctx->Shared->FallbackTex = texObj;
+ }
+ return ctx->Shared->FallbackTex;
+}
+
+
+
/*@}*/
}
if (!texUnit->_ReallyEnabled) {
- _mesa_reference_texobj(&texUnit->_Current, NULL);
- continue;
+ /* If we get here it means the shader (or fixed-function state)
+ * 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 we get here, we know this texture unit is enabled */