Commit 7aca320a by Alexis Hetu Committed by Alexis Hétu

Removing a D3D limitation from SwiftShader

The limitation of not being able to have different values for stencil and stencilBack was put in place in Angle because of a D3D limitation, which we do not have in Swift Shader, so I doubt we need the same limitation. FYI, this fixes about 600 dEQP tests. Change-Id: I74d1786c612e817fb5ef46f233751e6f2581c33f Reviewed-on: https://swiftshader-review.googlesource.com/3321Tested-by: 's avatarAlexis Hétu <sugoi@google.com> Reviewed-by: 's avatarNicolas Capens <capn@google.com>
parent fb96f4ed
......@@ -2674,14 +2674,6 @@ void Context::applyState(GLenum drawMode)
device->setStencilEnable(true);
device->setTwoSidedStencil(true);
if(mState.stencilWritemask != mState.stencilBackWritemask ||
mState.stencilRef != mState.stencilBackRef ||
mState.stencilMask != mState.stencilBackMask)
{
ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
return error(GL_INVALID_OPERATION);
}
// get the maximum size of the stencil ref
Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
......
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