GLsizei width, GLsizei height,
GLint dstx, GLint dsty)
{
- struct st_renderbuffer *rbDraw = st_renderbuffer(ctx->DrawBuffer->_StencilBuffer);
+ struct st_renderbuffer *rbDraw;
struct pipe_context *pipe = st_context(ctx)->pipe;
enum pipe_transfer_usage usage;
struct pipe_transfer *ptDraw;
return;
}
+ /* Get the dest renderbuffer. If there's a wrapper, use the
+ * underlying renderbuffer.
+ */
+ rbDraw = st_renderbuffer(ctx->DrawBuffer->_StencilBuffer);
+ if (rbDraw->Base.Wrapped)
+ rbDraw = st_renderbuffer(rbDraw->Base.Wrapped);
+
/* this will do stencil pixel transfer ops */
st_read_stencil_pixels(ctx, srcx, srcy, width, height,
GL_STENCIL_INDEX, GL_UNSIGNED_BYTE,
driver_vp = make_passthrough_vertex_shader(st, GL_TRUE);
}
+ if (rbRead->Base.Wrapped)
+ rbRead = st_renderbuffer(rbRead->Base.Wrapped);
+
sample_count = rbRead->texture->nr_samples;
/* I believe this would be legal, presumably would need to do a resolve
for color, and for depth/stencil spec says to just use one of the