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. --- src/mesa/drivers/dri/i965/gen6_cc.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/src/mesa/drivers/dri/i965/gen6_cc.c b/src/mesa/drivers/dri/i965/gen6_cc.c index 2bfa271..2b76e24 100644 --- a/src/mesa/drivers/dri/i965/gen6_cc.c +++ b/src/mesa/drivers/dri/i965/gen6_cc.c @@ -51,7 +51,7 @@ gen6_upload_blend_state(struct brw_context *brw) * with render target 0, which will reference BLEND_STATE[0] for * alpha test enable. */ - if (nr_draw_buffers == 0 && ctx->Color.AlphaEnabled) + if (nr_draw_buffers == 0) nr_draw_buffers = 1; size = sizeof(*blend) * nr_draw_buffers; -- 2.1.0 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev