st/mesa: check depth and stencil writemask before clearing
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@@ -398,6 +398,19 @@ is_color_masked(struct gl_context *ctx, int i)
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}
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/**
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* Return if all of the stencil bits are masked.
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*/
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static INLINE GLboolean
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is_stencil_disabled(struct gl_context *ctx, struct gl_renderbuffer *rb)
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{
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const GLuint stencilMax = 0xff;
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assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
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return (ctx->Stencil.WriteMask[0] & stencilMax) == 0;
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}
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/**
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* Return if any of the stencil bits are masked.
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*/
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@@ -457,7 +470,7 @@ st_Clear(struct gl_context *ctx, GLbitfield mask)
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if (mask & BUFFER_BIT_DEPTH) {
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struct st_renderbuffer *strb = st_renderbuffer(depthRb);
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if (strb->surface) {
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if (strb->surface && ctx->Depth.Mask) {
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if (is_scissor_enabled(ctx, depthRb))
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quad_buffers |= PIPE_CLEAR_DEPTH;
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else
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@@ -467,7 +480,7 @@ st_Clear(struct gl_context *ctx, GLbitfield mask)
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if (mask & BUFFER_BIT_STENCIL) {
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struct st_renderbuffer *strb = st_renderbuffer(stencilRb);
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if (strb->surface) {
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if (strb->surface && !is_stencil_disabled(ctx, stencilRb)) {
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if (is_scissor_enabled(ctx, stencilRb) ||
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is_stencil_masked(ctx, stencilRb))
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quad_buffers |= PIPE_CLEAR_STENCIL;
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