These were used by swrast to make a combined depth+stencil buffer look
like separate depth and stencil buffers. But that's no longer needed
after rewriting the depth/stencil code in swrast.
Reviewed-by: Eric Anholt <eric@anholt.net>
ASSERT(!att->Texture);
att->Type = GL_NONE;
}
-
- /* unbind _Depth/_StencilBuffer to decr ref counts */
- _mesa_reference_renderbuffer(&fb->_DepthBuffer, NULL);
- _mesa_reference_renderbuffer(&fb->_StencilBuffer, NULL);
}
* _ColorDrawBuffers
* _NumColorDrawBuffers
* _ColorReadBuffer
- * _DepthBuffer
- * _StencilBuffer
*
* If the framebuffer is user-created, make sure it's complete.
*
struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
struct gl_renderbuffer *_ColorReadBuffer;
- /** Wrappers to make combined depth/stencil buffers look like separate
- * buffers. Only used by swrast. Will be removed in the future.
- */
- struct gl_renderbuffer *_DepthBuffer;
- struct gl_renderbuffer *_StencilBuffer;
-
/** Delete this framebuffer */
void (*Delete)(struct gl_framebuffer *fb);
};