_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");
return;
}
- ref = CLAMP( ref, 0, stencilMax );
-
/* set both front and back state */
if (ctx->Stencil.Function[0] == frontfunc &&
ctx->Stencil.Function[1] == backfunc &&
_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)
return;
}
- ref = CLAMP( ref, 0, stencilMax );
-
if (face != 0) {
if (ctx->Stencil.Function[face] == func &&
ctx->Stencil.ValueMask[face] == mask &&
_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");
return;
}
- ref = CLAMP(ref, 0, stencilMax);
-
FLUSH_VERTICES(ctx, _NEW_STENCIL);
if (face != GL_BACK) {