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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - [r300g] Black gap artifacts when playing WoW"
href="https://bugs.freedesktop.org/show_bug.cgi?id=58033#c5">Comment # 5</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - [r300g] Black gap artifacts when playing WoW"
href="https://bugs.freedesktop.org/show_bug.cgi?id=58033">bug 58033</a>
from <span class="vcard"><a class="email" href="mailto:rankincj@googlemail.com" title="Chris Rankin <rankincj@googlemail.com>"> <span class="fn">Chris Rankin</span></a>
</span></b>
<pre>(In reply to <a href="show_bug.cgi?id=58033#c4">comment #4</a>)
<span class="quote">> Can you bisect?</span >
Apparently, this is the bad commit:
39737e17e7a61535a35669756161005a7a5c887b is the first bad commit
commit 39737e17e7a61535a35669756161005a7a5c887b
Author: Marek Olšák <<a href="mailto:maraeo@gmail.com">maraeo@gmail.com</a>>
Date: Mon Dec 3 01:26:22 2012 +0100
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 <<a href="mailto:brianp@vmware.com">brianp@vmware.com</a>>
:040000 040000 e8045e2d2c7e9a1ebd6eb1f22c93b97b9c3e8ce7
4deb5755e011d592366e6140bf385bfefe157f3f M src</pre>
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