intel: Clarify the depthRb == stencilRb logic.
Reviewed-by: Chad Versace <chad@chad-versace.us>
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@ -783,22 +783,21 @@ intel_validate_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb)
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* The depth and stencil renderbuffers are the same renderbuffer or wrap
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* the same texture.
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*/
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bool depth_stencil_are_same;
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if (depthRb && stencilRb && depthRb == stencilRb)
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depth_stencil_are_same = true;
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else if (depthRb && stencilRb && depthRb != stencilRb
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&& (fb->Attachment[BUFFER_DEPTH].Type == GL_TEXTURE)
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&& (fb->Attachment[BUFFER_STENCIL].Type == GL_TEXTURE)
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&& (fb->Attachment[BUFFER_DEPTH].Texture->Name
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== fb->Attachment[BUFFER_STENCIL].Texture->Name))
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depth_stencil_are_same = true;
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else
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depth_stencil_are_same = false;
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if (depthRb && stencilRb) {
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bool depth_stencil_are_same;
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if (depthRb == stencilRb)
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depth_stencil_are_same = true;
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else if ((fb->Attachment[BUFFER_DEPTH].Type == GL_TEXTURE) &&
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(fb->Attachment[BUFFER_STENCIL].Type == GL_TEXTURE) &&
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(fb->Attachment[BUFFER_DEPTH].Texture->Name ==
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fb->Attachment[BUFFER_STENCIL].Texture->Name))
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depth_stencil_are_same = true;
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else
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depth_stencil_are_same = false;
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if (!intel->has_separate_stencil
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&& depthRb && stencilRb
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&& !depth_stencil_are_same) {
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fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT;
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if (!intel->has_separate_stencil && !depth_stencil_are_same) {
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fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT;
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}
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}
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for (i = 0; i < Elements(fb->Attachment); i++) {
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