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authorEric Anholt <[email protected]>2010-10-19 09:44:20 -0700
committerEric Anholt <[email protected]>2010-10-19 10:48:56 -0700
commit32573792de559c4dbad766a7cfcf02ea71f5047f (patch)
treec774b8d2f3e32bdfcdea052f77f43910c6289463
parent36dde032a4f7d6a8b68c1adc8e829816e2e8826e (diff)
i965: Tell the shader compiler when we expect depth writes for gen6.
This fixes hangs in some Z-writes-in-shaders tests, though other pieces don't come out correctly. Bug #30392: hang in fbo-fblit-d24s8. (still fails with bad color drawn to some targets)
-rw-r--r--src/mesa/drivers/dri/i965/brw_wm.c6
1 files changed, 6 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_wm.c b/src/mesa/drivers/dri/i965/brw_wm.c
index 7aad6caf719..f2ce7565643 100644
--- a/src/mesa/drivers/dri/i965/brw_wm.c
+++ b/src/mesa/drivers/dri/i965/brw_wm.c
@@ -318,6 +318,12 @@ static void brw_wm_populate_key( struct brw_context *brw,
/* R31: MSAA position offsets. */
/* R32-: bary for 32-pixel. */
/* R58-59: interp W for 32-pixel. */
+
+ if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
+ key->source_depth_to_render_target = GL_TRUE;
+ key->computes_depth = GL_TRUE;
+ }
+
} else {
brw_wm_lookup_iz(intel,
line_aa,