This prevents developer surprise at seeing a GL_DEPTH_COMPONENT
texture have stencil bits, and avoids the metaops path accidentally
copying stencil bits around in glCopyTexImage(GL_DEPTH_COMPONENT) (and
being broken because swrast's glReadPixels(GL_UNSIGNED_INT_24_8) is
broken).
Acked-by: Chad Versace <chad@chad-versace.us>
/* Depth and stencil */
ctx->TextureFormatSupported[MESA_FORMAT_S8_Z24] = GL_TRUE;
- ctx->TextureFormatSupported[MESA_FORMAT_X8_Z24] = intel->has_separate_stencil;
+ ctx->TextureFormatSupported[MESA_FORMAT_X8_Z24] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_S8] = intel->has_separate_stencil;
/*