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authorMarek Olšák <[email protected]>2012-12-03 01:26:22 +0100
committerMarek Olšák <[email protected]>2012-12-07 14:19:28 +0100
commit39737e17e7a61535a35669756161005a7a5c887b (patch)
tree099e690f28060bd08d011d578ededdd82abb7459 /src/mesa
parent976b832e9ae199c0a89b0e04e93088da3c829307 (diff)
st/dri: always allocate private depth-stencil buffers
This disables DRI2 sharing of zbuffers. The window zbuffer is allocated just like any other texture - through resource_create. The idea of allocating a zbuffer through DRI2 isn't very useful with MSAA, where a single-sample zbuffer is useless. IIRC, the Intel driver does the same thing. Reviewed-by: Brian Paul <[email protected]>
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