dri/nouveau: Fix stencil mask handling on glClear().
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@@ -112,8 +112,8 @@ nouveau_clear(GLcontext *ctx, GLbitfield buffers)
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mask = pack_zs_i(s->format,
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(buffers & BUFFER_BIT_DEPTH &&
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ctx->Depth.Mask) ? ~0 : 0,
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(buffers & BUFFER_BIT_STENCIL &&
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ctx->Stencil.WriteMask[0]) ? ~0 : 0);
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(buffers & BUFFER_BIT_STENCIL ?
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ctx->Stencil.WriteMask[0] : 0));
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value = pack_zs_f(s->format,
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ctx->Depth.Clear,
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ctx->Stencil.Clear);
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