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authorDave Airlie <[email protected]>2017-03-28 05:45:00 +1000
committerDave Airlie <[email protected]>2017-03-28 08:39:14 +1000
commitb640dfcd0506253231b93c03de7ee393fb0dfc46 (patch)
tree4f208de3d78f2c28cf976d98b0b80ef9ec35ca50 /src/compiler/glsl/opt_dead_functions.cpp
parentf1f1cb41d0a80230085e63e8de65aa58ff3872da (diff)
radv: don't emit no color formats. (v3)
If we had no rasterization, we'd emit SPI color format as all 0's the hw dislikes this, add the workaround from radeonsi. Found while debugging tessellation v2: handle at pipeline stage, we have to handle it after we process the fragment shader. (Bas) v3: simplify even further, remove old fallback. Reviewed-by: Bas Nieuwenhuizen <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
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