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meta: Mask Stencil.Clear against stencilMax in _mesa_meta_Clear
This fixes incorrect behaviour when the stencil clear value exceeds
the size of the stencil buffer, for example, when set with:
glClearStencil (~1); /* Set a bit pattern of 111...11111110 */
glClear (GL_STENCIL_BUFFER_BIT);
The clear value needs to be masked by the value 2^m - 1, where m is the
number of bits in the stencil buffer. Previously, we passed the value
masked with 0x7fffffff to _mesa_StencilFuncSeparate which then clamps,
NOT masks the value to the range 0 to 2^m - 1.
The result would be clearing the stencil buffer to 0xff, rather than 0xfe.
Signed-off-by: Peter Clifton <pcjc2@cam.ac.uk>
Signed-off-by: Brian Paul <brianp@vmware.com>
(cherry picked from commit ee88727df8)
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parent
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commit
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1 changed files with 2 additions and 1 deletions
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@ -1385,6 +1385,7 @@ _mesa_meta_Clear(GLcontext *ctx, GLbitfield buffers)
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struct vertex verts[4];
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/* save all state but scissor, pixel pack/unpack */
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GLbitfield metaSave = META_ALL - META_SCISSOR - META_PIXEL_STORE;
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const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
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if (buffers & BUFFER_BITS_COLOR) {
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/* if clearing color buffers, don't save/restore colormask */
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@ -1440,7 +1441,7 @@ _mesa_meta_Clear(GLcontext *ctx, GLbitfield buffers)
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_mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
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GL_REPLACE, GL_REPLACE, GL_REPLACE);
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_mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
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ctx->Stencil.Clear & 0x7fffffff,
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ctx->Stencil.Clear & stencilMax,
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ctx->Stencil.WriteMask[0]);
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}
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else {
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