Fix GLES2 sized depth sampling #575
Open
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The GLES2 shader path only zeroed G/B when internalFormat was the unsized GL_DEPTH_COMPONENT/GL_DEPTH_STENCIL, so sized depth formats exposed by OES_required_internalformat (e.g. GL_DEPTH_COMPONENT16/24) were treated as color. Just check the unsized format for the depth/stencil.
Components: OpenGL
Affected tests:
KHR-GLES2.core.internalformat.texture2d.depth_component_unsigned_int_depth_component16
KHR-GLES2.core.internalformat.texture2d.depth_component_unsigned_short_depth_component16
KHR-GLES2.core.internalformat.texture2d.depth_component_unsigned_int_depth_component24
KHR-GLES2.core.internalformat.texture2d.depth_component_unsigned_int_depth_component32