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author | Marek Olšák <[email protected]> | 2012-12-03 01:26:22 +0100 |
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committer | Marek Olšák <[email protected]> | 2012-12-07 14:19:28 +0100 |
commit | 39737e17e7a61535a35669756161005a7a5c887b (patch) | |
tree | 099e690f28060bd08d011d578ededdd82abb7459 /src/mesa | |
parent | 976b832e9ae199c0a89b0e04e93088da3c829307 (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]>
Diffstat (limited to 'src/mesa')
0 files changed, 0 insertions, 0 deletions