gallium/u_blitter: don't use an empty fragment shader if there's a colorbuffer
This is custom code used by some drivers. Reviewed-by: Roland Scheidegger <sroland@vmware.com>
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@ -1799,7 +1799,7 @@ void util_blitter_custom_depth_stencil(struct blitter_context *blitter,
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pipe->bind_blend_state(pipe, cbsurf ? ctx->blend[PIPE_MASK_RGBA] :
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pipe->bind_blend_state(pipe, cbsurf ? ctx->blend[PIPE_MASK_RGBA] :
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ctx->blend[0]);
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ctx->blend[0]);
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pipe->bind_depth_stencil_alpha_state(pipe, dsa_stage);
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pipe->bind_depth_stencil_alpha_state(pipe, dsa_stage);
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ctx->bind_fs_state(pipe, ctx->fs_empty);
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ctx->bind_fs_state(pipe, cbsurf ? ctx->fs_write_one_cbuf : ctx->fs_empty);
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pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
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pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
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/* set a framebuffer state */
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/* set a framebuffer state */
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