texDest = st_texture_image_map(ctx->st, stImage, 0, PIPE_TRANSFER_WRITE,
destX, destY, width, height);
- if (baseFormat == GL_DEPTH_COMPONENT) {
+ if (baseFormat == GL_DEPTH_COMPONENT ||
+ baseFormat == GL_DEPTH24_STENCIL8) {
const GLboolean scaleOrBias = (ctx->Pixel.DepthScale != 1.0F ||
ctx->Pixel.DepthBias != 0.0F);
GLint row, yStep;
st_finish(ctx->st);
/* determine if copying depth or color data */
- if (texBaseFormat == GL_DEPTH_COMPONENT) {
+ if (texBaseFormat == GL_DEPTH_COMPONENT ||
+ texBaseFormat == GL_DEPTH24_STENCIL8) {
strb = st_renderbuffer(fb->_DepthBuffer);
}
else if (texBaseFormat == GL_DEPTH_STENCIL_EXT) {