We only allow combined depth+stencil renderbuffers so the complicated code
for splitting and combining separate depth and stencil buffers is no longer
needed.
intel_span.c \
intel_state.c \
intel_tris.c \
- intel_fbo.c \
- intel_depthstencil.c
+ intel_fbo.c
C_SOURCES = \
$(COMMON_SOURCES) \
intel_buffers.c \
intel_context.c \
intel_decode.c \
- intel_depthstencil.c \
intel_fbo.c \
intel_mipmap_tree.c \
intel_regions.c \
return;
}
- if (fb->Name)
- intel_validate_paired_depth_stencil(ctx, fb);
-
/*
* How many color buffers are we drawing into?
*/
ASSERT(irb);
- if (irb->PairedStencil || irb->PairedDepth) {
- intel_unpair_depth_stencil(ctx, irb);
- }
-
if (irb->span_cache != NULL)
_mesa_free(irb->span_cache);
GLuint pfPitch; /* possibly paged flipped pitch */
GLboolean RenderToTexture; /* RTT? */
- GLuint PairedDepth; /**< only used if this is a depth renderbuffer */
- GLuint PairedStencil; /**< only used if this is a stencil renderbuffer */
+ GLuint pf_pending; /**< sequence number of pending flip */
GLuint vbl_pending; /**< vblank sequence number of pending flip */