[Mesa-dev] [PATCH] i965: allocate at least 1 BLEND_STATE element
Mike Stroyan
mike at lunarg.com
Wed Jul 1 09:16:28 PDT 2015
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
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