This enables additional EGL configs where we have depth/stencil buffer
with different number of bits per pixel than color buffer has. This
enables some Android games to work that require such config.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4127>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4127>
case PIPE_CAP_GL_SPIRV_VARIABLE_POINTERS:
case PIPE_CAP_DEMOTE_TO_HELPER_INVOCATION:
case PIPE_CAP_NATIVE_FENCE_FD:
+ case PIPE_CAP_MIXED_COLOR_DEPTH_BITS:
return true;
case PIPE_CAP_FBFETCH:
return BRW_MAX_DRAW_BUFFERS;