*/
if (_mesa_is_gles3(st->ctx) &&
util_format_is_depth_or_stencil(stObj->pt->format)) {
- const struct st_texture_image *firstImage =
- st_texture_image_const(_mesa_base_tex_image(&stObj->base));
- if (firstImage->base.InternalFormat != GL_DEPTH_COMPONENT &&
- firstImage->base.InternalFormat != GL_DEPTH_STENCIL &&
- firstImage->base.InternalFormat != GL_STENCIL_INDEX)
+ const struct gl_texture_image *firstImage =
+ _mesa_base_tex_image(&stObj->base);
+ if (firstImage->InternalFormat != GL_DEPTH_COMPONENT &&
+ firstImage->InternalFormat != GL_DEPTH_STENCIL &&
+ firstImage->InternalFormat != GL_STENCIL_INDEX)
depth_mode = GL_RED;
}
tex_swizzle = compute_texture_format_swizzle(baseFormat,