return;
}
- if (texObj && attachment == GL_DEPTH_STENCIL_ATTACHMENT) {
- /* the texture format must be depth+stencil */
- const struct gl_texture_image *texImg;
- texImg = texObj->Image[0][texObj->BaseLevel];
- if (!texImg || texImg->_BaseFormat != GL_DEPTH_STENCIL) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glFramebufferTexture%sEXT(texture is not"
- " DEPTH_STENCIL format)", caller);
- return;
- }
- }
-
FLUSH_CURRENT(ctx, _NEW_BUFFERS);
- /* The above doesn't fully flush the drivers in the way that a
- * glFlush does, but that is required here:
- */
- if (ctx->Driver.Flush)
- ctx->Driver.Flush(ctx);
_glthread_LOCK_MUTEX(fb->Mutex);
if (texObj) {