[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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