intel: Fix depth_stencil texture.
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@@ -78,7 +78,7 @@ translate_texture_format(GLuint mesa_format, GLenum DepthMode)
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return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT2_3);
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case MESA_FORMAT_RGBA_DXT5:
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return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT4_5);
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case MESA_FORMAT_Z24_S8:
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case MESA_FORMAT_S8_Z24:
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return (MAPSURF_32BIT | MT_32BIT_xI824);
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default:
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fprintf(stderr, "%s: bad image format %x\n", __FUNCTION__, mesa_format);
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@@ -138,7 +138,7 @@ static GLuint translate_tex_format( GLuint mesa_format, GLenum depth_mode )
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case MESA_FORMAT_SRGB_DXT1:
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return BRW_SURFACEFORMAT_BC1_UNORM_SRGB;
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case MESA_FORMAT_Z24_S8:
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case MESA_FORMAT_S8_Z24:
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return BRW_SURFACEFORMAT_I24X8_UNORM;
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default:
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@@ -138,7 +138,7 @@ intelChooseTextureFormat(GLcontext * ctx, GLint internalFormat,
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case GL_DEPTH_STENCIL_EXT:
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case GL_DEPTH24_STENCIL8_EXT:
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return &_mesa_texformat_z24_s8;
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return &_mesa_texformat_s8_z24;
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#ifndef I915
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case GL_SRGB_EXT:
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