***/
if (fb->_DepthBuffer && fb->_DepthBuffer->Wrapped) {
irbDepth = intel_renderbuffer(fb->_DepthBuffer->Wrapped);
- if (irbDepth->region) {
+ if (irbDepth && irbDepth->region) {
FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
depthRegion = irbDepth->region;
}
case GL_DEPTH_COMPONENT32:
return &_mesa_texformat_z16;
+ case GL_DEPTH_STENCIL_EXT:
+ case GL_DEPTH24_STENCIL8_EXT:
+ return &_mesa_texformat_z24_s8;
+
default:
fprintf(stderr, "unexpected texture format %s in %s\n",
_mesa_lookup_enum_by_nr(internalFormat), __FUNCTION__);