On Don, 2013-01-17 at 17:56 +0100, Marek Olšák wrote: 
> This is a pretty ugly hack. It won't work if a depth texture is set in
> a fragment shader and a non-depth texture is later set in a vertex
> shader. That will cause have_depth_texture to be false.
> 
> The proper solution is to port the depth-texture tracking from r600g,
> [...]

I'm working on that.


> Forking r600g was obviously a bad idea, because now radeonsi is just
> as horrible as r600g used to be.

What do you suggest?


-- 
Earthling Michel Dänzer           |                   http://www.amd.com
Libre software enthusiast         |          Debian, X and DRI developer
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