[Mesa-dev] [PATCH 2/8] mesa: Use accessor for stencil reference values in glGet
Brian Paul
brianp at vmware.com
Mon May 20 16:19:44 PDT 2013
On 05/13/2013 05:10 AM, Chris Forbes wrote:
> Signed-off-by: Chris Forbes<chrisf at ijw.co.nz>
> ---
> src/mesa/main/get.c | 6 +++++-
> src/mesa/main/get_hash_params.py | 2 +-
> 2 files changed, 6 insertions(+), 2 deletions(-)
>
> diff --git a/src/mesa/main/get.c b/src/mesa/main/get.c
> index f498118..593c75b 100644
> --- a/src/mesa/main/get.c
> +++ b/src/mesa/main/get.c
> @@ -36,6 +36,7 @@
> #include "texcompress.h"
> #include "framebuffer.h"
> #include "samplerobj.h"
> +#include "stencil.h"
>
> /* This is a table driven implemetation of the glGet*v() functions.
> * The basic idea is that most getters just look up an int somewhere
> @@ -675,7 +676,10 @@ find_custom_value(struct gl_context *ctx, const struct value_desc *d, union valu
> v->value_enum = ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace];
> break;
> case GL_STENCIL_REF:
> - v->value_int = ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
> + v->value_int = _mesa_get_stencil_ref(ctx, ctx->Stencil.ActiveFace);
I think this is incorrect. I tested with NVIDIA's driver and it
returns the user's originally-specified value without any sort of masking.
Can you revert this chunk?
Sorry I missed this earlier, I was on vacation.
-Brian
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