Fix GL_EXT_packed_depth_stencil crash, but shadowtex still broken
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@@ -827,7 +827,7 @@ intel_draw_buffer(GLcontext * ctx, struct gl_framebuffer *fb)
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***/
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if (fb->_DepthBuffer && fb->_DepthBuffer->Wrapped) {
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irbDepth = intel_renderbuffer(fb->_DepthBuffer->Wrapped);
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if (irbDepth->region) {
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if (irbDepth && irbDepth->region) {
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FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
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depthRegion = irbDepth->region;
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}
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@@ -136,6 +136,10 @@ intelChooseTextureFormat(GLcontext * ctx, GLint internalFormat,
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case GL_DEPTH_COMPONENT32:
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return &_mesa_texformat_z16;
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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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default:
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fprintf(stderr, "unexpected texture format %s in %s\n",
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_mesa_lookup_enum_by_nr(internalFormat), __FUNCTION__);
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