This will let the presentation of stencil work like presentation of
depth.
---
 tests/texturing/depthstencil-render-miplevels.cpp |   13 +++++++++++--
 1 file changed, 11 insertions(+), 2 deletions(-)

diff --git a/tests/texturing/depthstencil-render-miplevels.cpp 
b/tests/texturing/depthstencil-render-miplevels.cpp
index 4fcc95a..b41fea8 100644
--- a/tests/texturing/depthstencil-render-miplevels.cpp
+++ b/tests/texturing/depthstencil-render-miplevels.cpp
@@ -227,6 +227,14 @@ set_up_framebuffer_for_miplevel(int level)
        }
 }
 
+uint8_t
+stencil_for_level(int level)
+{
+       int step = 254 / max_miplevel;
+
+       return 1 + step * level;
+}
+
 /**
  * Using glClear, set the contents of the depth and stencil buffers
  * (if present) to a value that is unique to this miplevel.
@@ -242,7 +250,7 @@ populate_miplevel(int level)
                clear_mask |= GL_DEPTH_BUFFER_BIT;
        }
        if (attach_stencil) {
-               glClearStencil(level + 1);
+               glClearStencil(stencil_for_level(level));
                clear_mask |= GL_STENCIL_BUFFER_BIT;
        }
 
@@ -268,7 +276,8 @@ test_miplevel(int level)
 
        if (attach_stencil) {
                printf("Probing miplevel %d stencil\n", level);
-               pass = piglit_probe_rect_stencil(0, 0, dim, dim, level + 1)
+               pass = piglit_probe_rect_stencil(0, 0, dim, dim,
+                                                stencil_for_level(level))
                        && pass;
        }
 
-- 
1.7.10.4

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