}*/
OUT_CS_REG_SEQ(R300_ZB_CNTL, 3);
-
- if (r300->framebuffer_state.zsbuf) {
- OUT_CS(dsa->z_buffer_control);
- OUT_CS(dsa->z_stencil_control);
- } else {
- OUT_CS(0);
- OUT_CS(0);
- }
-
+ OUT_CS(dsa->z_buffer_control);
+ OUT_CS(dsa->z_stencil_control);
OUT_CS(dsa->stencil_ref_mask);
/* XXX it seems r3xx doesn't support STENCILREFMASK_BF */
assert(fb->nr_cbufs <= 4);
BEGIN_CS((10 * fb->nr_cbufs) + (2 * (4 - fb->nr_cbufs)) +
- (fb->zsbuf ? 10 : 0) + 6);
+ (fb->zsbuf ? 10 : 3) + 6);
/* Flush and free renderbuffer caches. */
OUT_CS_REG(R300_RB3D_DSTCACHE_CTLSTAT,
OUT_CS_REG(R300_US_OUT_FMT_0 + (4 * i), R300_US_OUT_FMT_UNUSED);
}
- /* Set up a zbuffer. */
+ /* Set up the Z/stencil buffer, or disable it. */
if (fb->zsbuf) {
surf = fb->zsbuf;
tex = (struct r300_texture*)surf->texture;
OUT_CS_REG_SEQ(R300_ZB_DEPTHPITCH, 1);
OUT_CS_RELOC(tex->buffer, tex->pitch[surf->level], 0,
RADEON_GEM_DOMAIN_VRAM, 0);
+ } else {
+ OUT_CS_REG_SEQ(R300_ZB_CNTL, 2);
+ OUT_CS(0x0);
+ OUT_CS(0x0);
}
END_CS;