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

Roland Scheidegger sroland at vmware.com
Mon Aug 18 16:42:20 PDT 2014


Am 18.08.2014 23:52, schrieb Marek Olšák:
> 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 */
> 

1/6,2/6 are
Reviewed-by: Roland Scheidegger <sroland at vmware.com>


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