rb->Format = MESA_FORMAT_A8;
rb->DataType = GL_UNSIGNED_BYTE;
break;
+ case GL_DEPTH_COMPONENT16:
+ rb->Format = MESA_FORMAT_Z16;
+ rb->DataType = GL_UNSIGNED_SHORT;
+ break;
case GL_STENCIL_INDEX:
case GL_STENCIL_INDEX1_EXT:
case GL_STENCIL_INDEX4_EXT:
case GL_STENCIL_INDEX8_EXT:
case GL_STENCIL_INDEX16_EXT:
- /* alloc a depth+stencil buffer */
- rb->Format = MESA_FORMAT_S8_Z24;
- rb->DataType = GL_UNSIGNED_INT_24_8_EXT;
- break;
- case GL_DEPTH_COMPONENT16:
- rb->Format = MESA_FORMAT_Z16;
- rb->DataType = GL_UNSIGNED_SHORT;
- break;
case GL_DEPTH_COMPONENT:
case GL_DEPTH_COMPONENT24:
case GL_DEPTH_COMPONENT32:
- rb->Format = MESA_FORMAT_S8_Z24;
- rb->DataType = GL_UNSIGNED_INT_24_8_EXT;
- break;
case GL_DEPTH_STENCIL_EXT:
case GL_DEPTH24_STENCIL8_EXT:
+ /* alloc a depth+stencil buffer */
rb->Format = MESA_FORMAT_S8_Z24;
rb->DataType = GL_UNSIGNED_INT_24_8_EXT;
break;