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author | Eric Anholt <[email protected]> | 2010-09-21 12:05:37 -0700 |
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committer | Eric Anholt <[email protected]> | 2010-09-21 12:29:57 -0700 |
commit | dd9a88f4ddf4e5fa384792f891a1cc3d8ff73946 (patch) | |
tree | 4baf4501066875a9af204476453bea1421a0e2d5 /src/glsl/ir_dead_functions.cpp | |
parent | 4a0bc4716db7bbcbcd65c0f993704733f47d41f7 (diff) |
i965: Track the windowizer's dispatch for kill pixel, promoted, and OQ
Looks like the problem was we weren't passing the depth to the render
target as expected, so the chip would wedge. Fixes GPU hang in
occlusion-query-discard.
Bug #30097
Diffstat (limited to 'src/glsl/ir_dead_functions.cpp')
0 files changed, 0 insertions, 0 deletions