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mesa: assign trb->Base.StencilBits in update_wrapper().
When we render to a depth/stencil texture there are stencil bits.
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@ -507,6 +507,7 @@ update_wrapper(GLcontext *ctx, const struct gl_renderbuffer_attachment *att)
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trb->Base.BlueBits = trb->TexImage->TexFormat->BlueBits;
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trb->Base.AlphaBits = trb->TexImage->TexFormat->AlphaBits;
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trb->Base.DepthBits = trb->TexImage->TexFormat->DepthBits;
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trb->Base.StencilBits = trb->TexImage->TexFormat->StencilBits;
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}
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