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When an empty fragment shader is used with Metal, the stop command is still included but this special bit is set, suppressing tilebuffer access. Failing to do so but using empty shaders for u_blitter depth clears causes Glitch Lina: https://twitter.com/LinaAsahi/status/1537869064793575424 Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18380> |
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| .. | ||
| test | ||
| agx_builder.h.py | ||
| agx_compile.c | ||
| agx_compile.h | ||
| agx_compiler.h | ||
| agx_dce.c | ||
| agx_liveness.c | ||
| agx_lower_parallel_copy.c | ||
| agx_lower_pseudo.c | ||
| agx_minifloat.h | ||
| agx_opcodes.c.py | ||
| agx_opcodes.h.py | ||
| agx_opcodes.py | ||
| agx_optimizer.c | ||
| agx_pack.c | ||
| agx_print.c | ||
| agx_register_allocate.c | ||
| agx_uniforms.c | ||
| agx_validate.c | ||
| cmdline.c | ||
| meson.build | ||