i965: Tell the shader compiler when we expect depth writes for gen6.

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)
This commit is contained in:
Eric Anholt
2010-10-19 09:44:20 -07:00
parent 36dde032a4
commit 32573792de
+6
View File
@@ -318,6 +318,12 @@ static void brw_wm_populate_key( struct brw_context *brw,
/* 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,