[Mesa-dev] [PATCH 2/6] gallium/u_blitter: don't use an empty fragment shader if there's a colorbuffer

Marek Olšák maraeo at gmail.com
Mon Aug 18 14:52:54 PDT 2014


From: Marek Olšák <marek.olsak at amd.com>

This is custom code used by some drivers.
---
 src/gallium/auxiliary/util/u_blitter.c | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/gallium/auxiliary/util/u_blitter.c b/src/gallium/auxiliary/util/u_blitter.c
index 20fbd80..609e02f 100644
--- a/src/gallium/auxiliary/util/u_blitter.c
+++ b/src/gallium/auxiliary/util/u_blitter.c
@@ -1799,7 +1799,7 @@ void util_blitter_custom_depth_stencil(struct blitter_context *blitter,
    pipe->bind_blend_state(pipe, cbsurf ? ctx->blend[PIPE_MASK_RGBA] :
                                          ctx->blend[0]);
    pipe->bind_depth_stencil_alpha_state(pipe, dsa_stage);
-   ctx->bind_fs_state(pipe, ctx->fs_empty);
+   ctx->bind_fs_state(pipe, cbsurf ? ctx->fs_write_one_cbuf : ctx->fs_empty);
    pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
 
    /* set a framebuffer state */
-- 
1.9.1



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