- /*
- * Deal with GL_DEPTH_STENCIL renderbuffer(s) attached to the depth
- * and/or stencil attachment points. If either of the DEPTH or STENCIL
- * renderbuffer attachments are GL_DEPTH_STENCIL buffers, we need to set
- * up depth/stencil renderbuffer wrappers.
- */
- {
- struct gl_renderbuffer *depthRb
- = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
- struct gl_renderbuffer *stencilRb
- = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
-
- if (depthRb && depthRb->_BaseFormat == GL_DEPTH_STENCIL_EXT) {
- /* The attached depth buffer is a GL_DEPTH_STENCIL renderbuffer */
- if (!fb->_DepthBuffer || fb->_DepthBuffer->Wrapped != depthRb) {
- /* need to update wrapper */
- struct gl_renderbuffer *wrapper
- = _mesa_new_z24_renderbuffer_wrapper(ctx, depthRb);
- set_depth_renderbuffer(fb, wrapper);
- assert(fb->_DepthBuffer->Wrapped == depthRb);
- }
- }
- else {
- /* depthRb may be null */
- set_depth_renderbuffer(fb, depthRb);
- }