case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break;\r
case GL_STENCIL_FUNC: *params = mState.stencilFunc; break;\r
case GL_STENCIL_REF: *params = mState.stencilRef; break;\r
- case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break;\r
+ case GL_STENCIL_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilMask); break;\r
case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break;\r
case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break;\r
- case GL_STENCIL_BACK_VALUE_MASK: *params = mState.stencilBackMask; break;\r
+ case GL_STENCIL_BACK_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilBackMask); break;\r
case GL_STENCIL_FAIL: *params = mState.stencilFail; break;\r
case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break;\r
case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break;\r
case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break;\r
case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break;\r
case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break;\r
- case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break;\r
- case GL_STENCIL_BACK_WRITEMASK: *params = mState.stencilBackWritemask; break;\r
+ case GL_STENCIL_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilWritemask); break;\r
+ case GL_STENCIL_BACK_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilBackWritemask); break;\r
case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break;\r
case GL_SUBPIXEL_BITS: *params = 4; break;\r
case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; break;\r