glgsg: Do not prefer depth-stencil ms renderbuffers on macOS
Fixes #1719
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@ -523,6 +523,18 @@ rebuild_bitplanes() {
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// but it's a waste. Let's not do it unless the user requested stencil.
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_use_depth_stencil = false;
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#ifdef __APPLE__
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} else if (_fb_properties.get_depth_bits() > 0 && _requested_multisamples) {
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// Apple's OpenGL driver doesn't like blitting depth-stencil targets.
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// See GitHub issue #1719
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_use_depth_stencil = false;
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if (_fb_properties.get_depth_bits() < 24) {
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// Make sure we do get at least as many depth bits as we would have
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// gotten if we did get a depth-stencil buffer.
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_fb_properties.set_depth_bits(24);
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}
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#endif
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} else if (_fb_properties.get_depth_bits() > 0) {
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// Let's use a depth stencil buffer by default, if a depth buffer was
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// requested.
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