diff --git a/src/gallium/auxiliary/util/u_blitter.c b/src/gallium/auxiliary/util/u_blitter.c index 0504538258d..1f7e25b84f2 100644 --- a/src/gallium/auxiliary/util/u_blitter.c +++ b/src/gallium/auxiliary/util/u_blitter.c @@ -262,6 +262,8 @@ static void blitter_restore_CSOs(struct blitter_context_priv *ctx) ctx->blitter.saved_fs = INVALID_PTR; ctx->blitter.saved_vs = INVALID_PTR; + pipe->set_stencil_ref(pipe, &ctx->blitter.saved_stencil_ref); + /* restore the state objects which are required to be saved before copy/fill */ if (ctx->blitter.saved_fb_state.nr_cbufs != ~0) { diff --git a/src/gallium/auxiliary/util/u_blitter.h b/src/gallium/auxiliary/util/u_blitter.h index 3da5a6ca525..a2f17073ac6 100644 --- a/src/gallium/auxiliary/util/u_blitter.h +++ b/src/gallium/auxiliary/util/u_blitter.h @@ -47,6 +47,7 @@ struct blitter_context void *saved_fs, *saved_vs; /**< fragment shader, vertex shader */ struct pipe_framebuffer_state saved_fb_state; /**< framebuffer state */ + struct pipe_stencil_ref saved_stencil_ref; /**< stencil ref */ int saved_num_sampler_states; void *saved_sampler_states[32]; @@ -169,6 +170,13 @@ void util_blitter_save_depth_stencil_alpha(struct blitter_context *blitter, blitter->saved_dsa_state = state; } +static INLINE +void util_blitter_save_stencil_ref(struct blitter_context *blitter, + const struct pipe_stencil_ref *state) +{ + blitter->saved_stencil_ref = *state; +} + static INLINE void util_blitter_save_rasterizer(struct blitter_context *blitter, void *state) diff --git a/src/gallium/drivers/r300/r300_blit.c b/src/gallium/drivers/r300/r300_blit.c index cdedb302209..faaf9523cb2 100644 --- a/src/gallium/drivers/r300/r300_blit.c +++ b/src/gallium/drivers/r300/r300_blit.c @@ -27,6 +27,7 @@ static void r300_blitter_save_states(struct r300_context* r300) { util_blitter_save_blend(r300->blitter, r300->blend_state.state); util_blitter_save_depth_stencil_alpha(r300->blitter, r300->dsa_state.state); + util_blitter_save_stencil_ref(r300->blitter, &(r300->stencil_ref)); util_blitter_save_rasterizer(r300->blitter, r300->rs_state.state); util_blitter_save_fragment_shader(r300->blitter, r300->fs); util_blitter_save_vertex_shader(r300->blitter, r300->vs);