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) {
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];
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)
{
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);