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authorMike Stroyan <[email protected]>2015-07-01 10:16:28 -0600
committerKenneth Graunke <[email protected]>2015-07-02 00:12:52 -0700
commitfe2b748a39ff676949fcefccf739aff967fc38c5 (patch)
tree8b131589ff3fbdd8d24992b61cdfed50e4c50944 /src/glsl
parent9d408a41a3ab2fe456ebf2f7af7bad8f6c4bca17 (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]>
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