mesa: Stop clamping stencil reference value at specification time

All drivers now clamp this to the appropriate range for the bound
stencil buffer when emitting stencil state.

NOTE: This is a candidate for stable branches.

Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Chris Forbes 2013-05-13 21:54:36 +12:00
parent 978f91b829
commit 53a5f11f0d
1 changed files with 0 additions and 9 deletions

View File

@ -132,7 +132,6 @@ void GLAPIENTRY
_mesa_StencilFuncSeparateATI( GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask )
{
GET_CURRENT_CONTEXT(ctx);
const GLint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glStencilFuncSeparateATI()\n");
@ -148,8 +147,6 @@ _mesa_StencilFuncSeparateATI( GLenum frontfunc, GLenum backfunc, GLint ref, GLui
return;
}
ref = CLAMP( ref, 0, stencilMax );
/* set both front and back state */
if (ctx->Stencil.Function[0] == frontfunc &&
ctx->Stencil.Function[1] == backfunc &&
@ -189,7 +186,6 @@ void GLAPIENTRY
_mesa_StencilFunc( GLenum func, GLint ref, GLuint mask )
{
GET_CURRENT_CONTEXT(ctx);
const GLint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
const GLint face = ctx->Stencil.ActiveFace;
if (MESA_VERBOSE & VERBOSE_API)
@ -200,8 +196,6 @@ _mesa_StencilFunc( GLenum func, GLint ref, GLuint mask )
return;
}
ref = CLAMP( ref, 0, stencilMax );
if (face != 0) {
if (ctx->Stencil.Function[face] == func &&
ctx->Stencil.ValueMask[face] == mask &&
@ -463,7 +457,6 @@ void GLAPIENTRY
_mesa_StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
{
GET_CURRENT_CONTEXT(ctx);
const GLint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glStencilFuncSeparate()\n");
@ -477,8 +470,6 @@ _mesa_StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
return;
}
ref = CLAMP(ref, 0, stencilMax);
FLUSH_VERTICES(ctx, _NEW_STENCIL);
if (face != GL_BACK) {