Module: Mesa
Branch: 11.0
Commit: 94ac4b3e84737b8c5faa371834670fd25502e024
URL:    
http://cgit.freedesktop.org/mesa/mesa/commit/?id=94ac4b3e84737b8c5faa371834670fd25502e024

Author: Marek Olšák <[email protected]>
Date:   Fri Dec 18 17:16:39 2015 +0100

r600g: write all MRTs only if there is exactly one output (fixes a hang)

This fixes a hang in
piglit/arb_blend_func_extended-fbo-extended-blend-pattern_gles2 on REDWOOD.

Cc: 11.0 <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
(cherry-picked from commit b5b87c4ed1dfd58aec8905e0514c9ba92ba83e1d)

Conflicts:
        src/gallium/drivers/r600/r600_shader.c

---

 src/gallium/drivers/r600/r600_shader.c |    8 +++-----
 1 file changed, 3 insertions(+), 5 deletions(-)

diff --git a/src/gallium/drivers/r600/r600_shader.c 
b/src/gallium/drivers/r600/r600_shader.c
index b345f14..911e81f 100644
--- a/src/gallium/drivers/r600/r600_shader.c
+++ b/src/gallium/drivers/r600/r600_shader.c
@@ -2109,7 +2109,9 @@ static int r600_shader_from_tgsi(struct r600_context 
*rctx,
 
        ctx.nliterals = 0;
        ctx.literals = NULL;
-       shader->fs_write_all = FALSE;
+
+       shader->fs_write_all = 
ctx.info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS] &&
+                              ctx.info.colors_written == 1;
 
        if (shader->vs_as_gs_a)
                vs_add_primid_output(&ctx, key.vs.prim_id_out);
@@ -2140,10 +2142,6 @@ static int r600_shader_from_tgsi(struct r600_context 
*rctx,
                case TGSI_TOKEN_TYPE_PROPERTY:
                        property = &ctx.parse.FullToken.FullProperty;
                        switch (property->Property.PropertyName) {
-                       case TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS:
-                               if (property->u[0].Data == 1)
-                                       shader->fs_write_all = TRUE;
-                               break;
                        case TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION:
                                if (property->u[0].Data == 1)
                                        shader->vs_position_window_space = TRUE;

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