Now, if I see that correctly, the purpose of depth moves is to copy the z buffer to a new position when a 3d window is moved. So by not enabling depth moves, you just get a corrupted depth buffer if you move a window, until it is cleared again?
Also, is there a reason that radeon_dri.c only contains a version for depth tiling on radeons, but not r200? The tiling scheme is definitely different on r200-class cards (as can be seen in r200_span.c) (and I just hope it's actually the same with r100 vs. rv100, r200 vs. rv250...).
Does the depth moves code actually work correctly? I'm not sure the chip actually likes it if the z buffer is changed behind its back (with z caching and all), and I can't see a (reasonable easy) way to make it work with hyperz, so I'm inclined to just ignore it since noone enables depth moves anyway, and the problems by having a wrong z-buffer for a short time don't seem to be that bad...
Roland
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