/*ctx->Extensions.ARB_shadow_ambient = GL_TRUE;*/
}
+ /* GL_EXT_packed_depth_stencil requires both the ability to render to
+ * a depth/stencil buffer and texture from depth/stencil source.
+ */
+ if (screen->is_format_supported(screen, PIPE_FORMAT_Z24S8_UNORM,
+ PIPE_TEXTURE_2D,
+ PIPE_TEXTURE_USAGE_DEPTH_STENCIL, 0) &&
+ screen->is_format_supported(screen, PIPE_FORMAT_Z24S8_UNORM,
+ PIPE_TEXTURE_2D,
+ PIPE_TEXTURE_USAGE_SAMPLER, 0)) {
+ ctx->Extensions.EXT_packed_depth_stencil = GL_TRUE;
+ }
+ else if (screen->is_format_supported(screen, PIPE_FORMAT_S8Z24_UNORM,
+ PIPE_TEXTURE_2D,
+ PIPE_TEXTURE_USAGE_DEPTH_STENCIL, 0) &&
+ screen->is_format_supported(screen, PIPE_FORMAT_S8Z24_UNORM,
+ PIPE_TEXTURE_2D,
+ PIPE_TEXTURE_USAGE_SAMPLER, 0)) {
+ ctx->Extensions.EXT_packed_depth_stencil = GL_TRUE;
+ }
+
if (screen->is_format_supported(screen, PIPE_FORMAT_R8G8B8A8_SRGB,
PIPE_TEXTURE_2D,
PIPE_TEXTURE_USAGE_SAMPLER, 0)) {