}
-/**
- * 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.