GL_STENCIL_INDEX uses GL_INTENSITY for the border color, which is nicer
to hardware that doesn't read the stencil border value from the X channel.
This fixes a bunch of dEQP tests on Vega & Raven.
Cc: 18.1 18.2 <mesa-stable@lists.freedesktop.org>
const GLboolean is_integer = texobj->_IsIntegerFormat;
GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
+ if (texobj->StencilSampling)
+ texBaseFormat = GL_STENCIL_INDEX;
+
if (st->apply_texture_swizzle_to_border_color) {
const struct st_texture_object *stobj = st_texture_object_const(texobj);
/* XXX: clean that up to not use the sampler view at all */