diff options
author | Mike Stroyan <[email protected]> | 2015-07-01 10:16:28 -0600 |
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committer | Kenneth Graunke <[email protected]> | 2015-07-02 00:12:52 -0700 |
commit | fe2b748a39ff676949fcefccf739aff967fc38c5 (patch) | |
tree | 8b131589ff3fbdd8d24992b61cdfed50e4c50944 /src/glsl | |
parent | 9d408a41a3ab2fe456ebf2f7af7bad8f6c4bca17 (diff) |
i965: allocate at least 1 BLEND_STATE element
When there are no color buffer render targets, gen6 and gen7 still
use the first BLEND_STATE element to determine alpha test.
gen6_upload_blend_state was allocating zero elements when
ctx->Color.AlphaEnabled was false.
That left _3DSTATE_CC_STATE_POINTERS or _3DSTATE_BLEND_STATE_POINTERS
pointing to random data from some previous brw_state_batch().
That sometimes suppressed depth rendering when those bits
happened to mean COMPAREFUNC_NEVER.
This produced flickering shadows for dota2 reborn.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=80500
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/glsl')
0 files changed, 0 insertions, 0 deletions