mesa: use MESA_FORMAT_X8_Z24
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@@ -1052,6 +1052,18 @@ _mesa_soft_renderbuffer_storage(GLcontext *ctx, struct gl_renderbuffer *rb,
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pixelSize = sizeof(GLushort);
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break;
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case GL_DEPTH_COMPONENT24:
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rb->DataType = GL_UNSIGNED_INT;
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rb->GetPointer = get_pointer_uint;
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rb->GetRow = get_row_uint;
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rb->GetValues = get_values_uint;
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rb->PutRow = put_row_uint;
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rb->PutRowRGB = NULL;
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rb->PutMonoRow = put_mono_row_uint;
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rb->PutValues = put_values_uint;
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rb->PutMonoValues = put_mono_values_uint;
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rb->Format = MESA_FORMAT_X8_Z24;
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pixelSize = sizeof(GLuint);
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break;
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case GL_DEPTH_COMPONENT32:
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rb->DataType = GL_UNSIGNED_INT;
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rb->GetPointer = get_pointer_uint;
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@@ -1735,6 +1747,10 @@ _mesa_add_depth_renderbuffer(GLcontext *ctx, struct gl_framebuffer *fb,
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rb->Format = MESA_FORMAT_Z16;
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rb->InternalFormat = GL_DEPTH_COMPONENT16;
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}
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else if (depthBits <= 24) {
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rb->Format = MESA_FORMAT_X8_Z24;
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rb->InternalFormat = GL_DEPTH_COMPONENT24;
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}
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else {
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rb->Format = MESA_FORMAT_Z32;
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rb->InternalFormat = GL_DEPTH_COMPONENT32;
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