* The depth and stencil renderbuffers are the same renderbuffer or wrap
* the same texture.
*/
- bool depth_stencil_are_same;
- if (depthRb && stencilRb && depthRb == stencilRb)
- depth_stencil_are_same = true;
- else if (depthRb && stencilRb && depthRb != stencilRb
- && (fb->Attachment[BUFFER_DEPTH].Type == GL_TEXTURE)
- && (fb->Attachment[BUFFER_STENCIL].Type == GL_TEXTURE)
- && (fb->Attachment[BUFFER_DEPTH].Texture->Name
- == fb->Attachment[BUFFER_STENCIL].Texture->Name))
- depth_stencil_are_same = true;
- else
- depth_stencil_are_same = false;
-
- if (!intel->has_separate_stencil
- && depthRb && stencilRb
- && !depth_stencil_are_same) {
- fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT;
+ if (depthRb && stencilRb) {
+ bool depth_stencil_are_same;
+ if (depthRb == stencilRb)
+ depth_stencil_are_same = true;
+ else if ((fb->Attachment[BUFFER_DEPTH].Type == GL_TEXTURE) &&
+ (fb->Attachment[BUFFER_STENCIL].Type == GL_TEXTURE) &&
+ (fb->Attachment[BUFFER_DEPTH].Texture->Name ==
+ fb->Attachment[BUFFER_STENCIL].Texture->Name))
+ depth_stencil_are_same = true;
+ else
+ depth_stencil_are_same = false;
+
+ if (!intel->has_separate_stencil && !depth_stencil_are_same) {
+ fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT;
+ }
}
for (i = 0; i < Elements(fb->Attachment); i++) {