blit_mask |= BUFFER_BIT_DEPTH;
}
+ /* If we're doing a tri pass for depth/stencil, include a likely color
+ * buffer with it.
+ */
+ if (mask & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) {
+ tri_mask |= blit_mask & BUFFER_BIT_BACK_LEFT;
+ blit_mask &= ~BUFFER_BIT_BACK_LEFT;
+ }
+
/* SW fallback clearing */
swrast_mask = mask & ~tri_mask & ~blit_mask;
intel->meta.saved_vp_height = ctx->Viewport.Height;
intel->meta.saved_matrix_mode = ctx->Transform.MatrixMode;
- _mesa_Viewport(0, 0, ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
+ /* _mesa_Viewport(0, 0, ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);*/
_mesa_MatrixMode(GL_PROJECTION);
_mesa_PushMatrix();
_mesa_MatrixMode(intel->meta.saved_matrix_mode);
- _mesa_Viewport(intel->meta.saved_vp_x, intel->meta.saved_vp_y,
- intel->meta.saved_vp_width, intel->meta.saved_vp_height);
+ /* _mesa_Viewport(intel->meta.saved_vp_x, intel->meta.saved_vp_y,
+ intel->meta.saved_vp_width, intel->meta.saved_vp_height);*/
}
/**