*/
strb = st_renderbuffer(fb->Attachment[BUFFER_DEPTH].Renderbuffer);
if (strb) {
- strb = st_renderbuffer(strb->Base.Wrapped);
if (strb->rtt) {
/* rendering to a GL texture, may have to update surface */
update_renderbuffer_surface(st, strb);
else {
strb = st_renderbuffer(fb->Attachment[BUFFER_STENCIL].Renderbuffer);
if (strb) {
- strb = st_renderbuffer(strb->Base.Wrapped);
assert(strb->surface);
pipe_surface_reference(&framebuffer->zsbuf, strb->surface);
}