For depthstencil renderbuffers, we were using separate stencil only if the
hardware required it. Since the performance gains from HiZ is so high, we
should always use separate stencil if the hardware supports it.

Signed-off-by: Chad Versace <chad.vers...@linux.intel.com>
---
 src/mesa/drivers/dri/intel/intel_fbo.c |    2 +-
 1 files changed, 1 insertions(+), 1 deletions(-)

diff --git a/src/mesa/drivers/dri/intel/intel_fbo.c 
b/src/mesa/drivers/dri/intel/intel_fbo.c
index 1842925..40b2941 100644
--- a/src/mesa/drivers/dri/intel/intel_fbo.c
+++ b/src/mesa/drivers/dri/intel/intel_fbo.c
@@ -669,7 +669,7 @@ intel_alloc_renderbuffer_storage(struct gl_context * ctx, 
struct gl_renderbuffer
         return false;
 
    } else if (irb->Base.Format == MESA_FORMAT_S8_Z24
-             && intel->must_use_separate_stencil) {
+             && intel->has_separate_stencil) {
 
       bool ok = true;
       struct gl_renderbuffer *depth_rb;
-- 
1.7.7.1

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