i965: allocate at least 1 BLEND_STATE element
When there are no color buffer render targets, gen6 and gen7 still use the first BLEND_STATE element to determine alpha test. gen6_upload_blend_state was allocating zero elements when ctx->Color.AlphaEnabled was false. That left _3DSTATE_CC_STATE_POINTERS or _3DSTATE_BLEND_STATE_POINTERS pointing to random data from some previous brw_state_batch(). That sometimes suppressed depth rendering when those bits happened to mean COMPAREFUNC_NEVER. This produced flickering shadows for dota2 reborn. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=80500 Reviewed-by:Chris Forbes <chrisf@ijw.co.nz> Reviewed-by:
Kenneth Graunke <kenneth@whitecape.org> (cherry picked from commit fe2b748a) Nominated-by:
Kenneth Graunke <kenneth@whitecape.org>
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