depthRb = fb->Attachment[attIndex].Renderbuffer;
- if (depthRb && _mesa_format_is_packed_depth_stencil(depthRb->Format)) {
+ if (depthRb && _mesa_is_format_packed_depth_stencil(depthRb->Format)) {
/* The attached depth buffer is a GL_DEPTH_STENCIL renderbuffer */
if (!fb->_DepthBuffer
|| fb->_DepthBuffer->Wrapped != depthRb
stencilRb = fb->Attachment[attIndex].Renderbuffer;
- if (stencilRb && _mesa_format_is_packed_depth_stencil(stencilRb->Format)) {
+ if (stencilRb && _mesa_is_format_packed_depth_stencil(stencilRb->Format)) {
/* The attached stencil buffer is a GL_DEPTH_STENCIL renderbuffer */
if (!fb->_StencilBuffer
|| fb->_StencilBuffer->Wrapped != stencilRb