Fixes: (Flickering shadows in unreleased title trace) Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=80500 <https://bugs.freedesktop.org/show_bug.cgi?id=91173>
On Wed, Jul 1, 2015 at 10:16 AM, Mike Stroyan <m...@lunarg.com> wrote: > 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 > > -- Mike Stroyan - Software Architect LunarG, Inc. - The Graphics Experts Cell: (970) 219-7905 Email: m...@lunarg.com Website: http://www.lunarg.com
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