st/mesa: don't resolve stencil twice
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@ -107,8 +107,10 @@ st_BlitFramebuffer_resolve(struct gl_context *ctx,
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dstRb = st_renderbuffer(dstDepth->Renderbuffer);
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info->mask = (mask & GL_DEPTH_BUFFER_BIT) ? PIPE_MASK_Z : 0;
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if (combined && (mask & GL_STENCIL_BUFFER_BIT))
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if (combined && (mask & GL_STENCIL_BUFFER_BIT)) {
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mask &= ~GL_STENCIL_BUFFER_BIT;
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info->mask |= PIPE_MASK_S;
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}
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info->src.res = srcRb->texture;
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info->src.layer = srcRb->surface->u.tex.first_layer;
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