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framebuffer: Only remember offscreen allocate flags when !COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL
Otherwise, if a texture is created before all the other FBOs, a new atlas will be created, with a FBO with COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL causing last_offscreen_allocate_flags to be 0. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 7d2156785da8196e129eb393efb0d09093c4783e)
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@ -1133,10 +1133,13 @@ _cogl_offscreen_allocate (CoglOffscreen *offscreen,
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{
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fb->samples_per_pixel = gl_framebuffer->samples_per_pixel;
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/* Record that the last set of flags succeeded so that we can
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try that set first next time */
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ctx->last_offscreen_allocate_flags = flags;
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ctx->have_last_offscreen_allocate_flags = TRUE;
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if (!offscreen->create_flags & COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL)
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{
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/* Record that the last set of flags succeeded so that we can
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try that set first next time */
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ctx->last_offscreen_allocate_flags = flags;
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ctx->have_last_offscreen_allocate_flags = TRUE;
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}
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/* Save the flags we managed so successfully allocate the
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* renderbuffers with in case we need to make renderbuffers for a
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