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authorChris Wilson <chris@chris-wilson.co.uk>2011-08-24 21:38:28 +0100
committerChris Wilson <chris@chris-wilson.co.uk>2011-08-24 21:38:54 +0100
commitb9ae4e7e71527f1cf2b6dd6890420da22a22fad9 (patch)
treec771337677eb79f97bcaeac2caf34740b62bd41d
parentef52f6c8c3421a31552d5965c40b4d9cf68f6a5c (diff)
sna/gen3: reset blend state after applying CA pass
Otherwise we use the stale value when rendering CA glyphs directly to the front-buffer and subsequent rendering have a tendency to become invisible. (Rendering via a temporary glyph mask has a fortunate side-effect of reseting sufficient state to force the re-emission of the blend state.) Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
-rw-r--r--src/sna/gen3_render.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/sna/gen3_render.c b/src/sna/gen3_render.c
index 916f7d80..9f4bcc9f 100644
--- a/src/sna/gen3_render.c
+++ b/src/sna/gen3_render.c
@@ -1365,6 +1365,8 @@ static void gen3_magic_ca_pass(struct sna *sna,
OUT_BATCH(PRIM3D_RECTLIST | PRIM3D_INDIRECT_SEQUENTIAL |
(sna->render.vertex_index - sna->render.vertex_start));
OUT_BATCH(sna->render.vertex_start);
+
+ sna->render_state.gen3.last_blend = 0;
}
static void gen3_vertex_flush(struct sna *sna)