mesa: s/GL_DEPTH_STENCIL/GL_DEPTH_COMPONENT/ for MESA_FORMAT_Z16 renderbuffer
MESA_FORMAT_Z16 has no stencil bits.
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@ -500,7 +500,7 @@ update_wrapper(GLcontext *ctx, const struct gl_renderbuffer_attachment *att)
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else if (trb->TexImage->TexFormat == MESA_FORMAT_Z16) {
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trb->Base.Format = MESA_FORMAT_Z16;
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trb->Base.DataType = GL_UNSIGNED_SHORT;
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trb->Base._BaseFormat = GL_DEPTH_STENCIL;
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trb->Base._BaseFormat = GL_DEPTH_COMPONENT;
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}
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else if (trb->TexImage->TexFormat == MESA_FORMAT_Z32) {
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trb->Base.Format = MESA_FORMAT_Z32;
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