mesa: need to set all stencil bits to 0 before setting the 1 bits

Plus, check for pixel transfer stencil index/offset.
This commit is contained in:
Brian Paul 2009-09-10 10:17:07 -06:00
parent 8398535331
commit c5f8594aeb

View file

@ -1456,6 +1456,8 @@ _mesa_meta_draw_pixels(GLcontext *ctx,
}
else if (_mesa_is_stencil_format(format)) {
if (ctx->Extensions.ARB_fragment_program &&
ctx->Pixel.IndexShift == 0 &&
ctx->Pixel.IndexOffset == 0 &&
type == GL_UNSIGNED_BYTE) {
/* We'll store stencil as alpha. This only works for GLubyte
* image data because of how incoming values are mapped to alpha
@ -1590,6 +1592,13 @@ _mesa_meta_draw_pixels(GLcontext *ctx,
_mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
_mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
/* set all stencil bits to 0 */
_mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
_mesa_StencilFunc(GL_ALWAYS, 0, 255);
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
/* set stencil bits to 1 where needed */
_mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
_mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);