{ PIPE_FORMAT_Z32_FLOAT,
PIPE_FORMAT_Z32_FLOAT_S8X24_UINT } },
- { { o(ARB_framebuffer_object),
- o(EXT_packed_depth_stencil) },
+ { { o(EXT_packed_depth_stencil) },
{ PIPE_FORMAT_S8_UINT_Z24_UNORM,
PIPE_FORMAT_Z24_UNORM_S8_UINT },
GL_TRUE }, /* at least one format must be supported */
PIPE_BUFFER, PIPE_BIND_SAMPLER_VIEW);
}
+ if (screen->get_param(screen, PIPE_CAP_MIXED_FRAMEBUFFER_SIZES) &&
+ ctx->Extensions.EXT_packed_depth_stencil) {
+ ctx->Extensions.ARB_framebuffer_object = GL_TRUE;
+ }
/* Unpacking a varying in the fragment shader costs 1 texture indirection.
* If the number of available texture indirections is very limited, then we