better depth buffer selection
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@@ -380,11 +380,21 @@ create_xmesa_buffer(XMesaDrawable d, BufferType type,
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_mesa_add_renderbuffer(fb, BUFFER_STENCIL, rb);
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}
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else {
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if (vis->mesa_visual.depthBits > 0) {
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if (vis->mesa_visual.depthBits > 24) {
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struct gl_renderbuffer *rb
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= st_new_renderbuffer_fb(GL_DEPTH_COMPONENT32);
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_mesa_add_renderbuffer(fb, BUFFER_DEPTH, rb);
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}
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else if (vis->mesa_visual.depthBits > 16) {
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struct gl_renderbuffer *rb
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= st_new_renderbuffer_fb(GL_DEPTH24_STENCIL8_EXT);
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_mesa_add_renderbuffer(fb, BUFFER_DEPTH, rb);
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}
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else if (vis->mesa_visual.depthBits > 1) {
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struct gl_renderbuffer *rb
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= st_new_renderbuffer_fb(GL_DEPTH_COMPONENT16);
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_mesa_add_renderbuffer(fb, BUFFER_DEPTH, rb);
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}
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if (vis->mesa_visual.stencilBits > 0) {
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struct gl_renderbuffer *rb
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