struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
struct temp_texture *tex = get_temp_texture(ctx);
const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
+ const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
GLfloat verts[4][5]; /* four verts of X,Y,Z,S,T */
GLenum texIntFormat;
GLboolean fallback, newTex;
for (bit = 0; bit < ctx->Visual.stencilBits; bit++) {
const GLuint mask = 1 << bit;
+ if (mask & origStencilMask) {
+ _mesa_StencilFunc(GL_ALWAYS, mask, mask);
+ _mesa_StencilMask(mask);
- _mesa_StencilFunc(GL_ALWAYS, mask, mask);
- _mesa_StencilMask(mask);
+ _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
+ 255.0 / mask, 0.5, 0.0, 0.0);
- _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
- 255.0 / mask, 0.5, 0.0, 0.0);
-
- _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ }
}
}
else if (_mesa_is_depth_format(format)) {