This fixes hangs in some Z-writes-in-shaders tests, though other
pieces don't come out correctly.
Bug #30392: hang in fbo-fblit-d24s8. (still fails with bad color drawn
to some targets)
/* R31: MSAA position offsets. */
/* R32-: bary for 32-pixel. */
/* R58-59: interp W for 32-pixel. */
+
+ if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
+ key->source_depth_to_render_target = GL_TRUE;
+ key->computes_depth = GL_TRUE;
+ }
+
} else {
brw_wm_lookup_iz(intel,
line_aa,