break;
case GL_DEPTH_COMPONENT32:
rb->Format = MESA_FORMAT_Z_UNORM32;
break;
case GL_DEPTH_STENCIL_EXT:
case GL_DEPTH24_STENCIL8_EXT:
break;
case GL_DEPTH_COMPONENT32:
rb->Format = MESA_FORMAT_Z_UNORM32;
break;
case GL_DEPTH_STENCIL_EXT:
case GL_DEPTH24_STENCIL8_EXT: