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In mrdoob/three.js#16756 it was pointed out that Firefox's WebGL 2.0 implementation seems to be allowing the unsized DEPTH_STENCIL format as an argument to renderbufferStorageMultisample, while Chrome's implementation rejects it.
WebGL 2.0 and OpenGL ES 3.0 tightened the rules around texture and renderbuffer format specification so a test should be written to make all implementations behave identically. Ideally it would be an error to specify the unsized DEPTH_STENCIL format in WebGL 2.0.
We process renderbufferStorage as renderbufferStorageMultisample(samples=0), so I'd prefer to Chrome to expand what it accepts for renderbufferStorageMultisample, and maintain this layered structure of these entrypoints.
In mrdoob/three.js#16756 it was pointed out that Firefox's WebGL 2.0 implementation seems to be allowing the unsized DEPTH_STENCIL format as an argument to renderbufferStorageMultisample, while Chrome's implementation rejects it.
WebGL 2.0 and OpenGL ES 3.0 tightened the rules around texture and renderbuffer format specification so a test should be written to make all implementations behave identically. Ideally it would be an error to specify the unsized DEPTH_STENCIL format in WebGL 2.0.
CC @jdashg
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