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gallium/u_blitter: don't use an empty fragment shader if there's a colorbuffer
author
Marek Olšák
<marek.olsak@amd.com>
Sun, 17 Aug 2014 22:47:01 +0000
(
00:47
+0200)
committer
Marek Olšák
<marek.olsak@amd.com>
Tue, 19 Aug 2014 10:20:18 +0000
(12:20 +0200)
This is custom code used by some drivers.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
src/gallium/auxiliary/util/u_blitter.c
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diff --git
a/src/gallium/auxiliary/util/u_blitter.c
b/src/gallium/auxiliary/util/u_blitter.c
index 20fbd80d5b78137af697cb0f980f6c2243c956bb..609e02fd1908a1b4828508abaaa5204d6285bdd2 100644
(file)
--- 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, c
bsurf ? ctx->fs_write_one_cbuf : c
tx->fs_empty);
pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
/* set a framebuffer state */