void piglit_init(int argc, char **argv)
{
	bool pass = true;

	GLuint fb;
	GLuint rb;

	piglit_require_extension("GL_ARB_framebuffer_object");

	glGenRenderbuffers(1, &rb);
	glGenFramebuffers(1, &fb);
	glBindRenderbuffer(GL_RENDERBUFFER, rb);
	glBindFramebuffer(GL_FRAMEBUFFER, fb);

	glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, 200, 200);
	glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER,
			         GL_DEPTH_STENCIL_ATTACHMENT,
			         GL_RENDERBUFFER,
			         rb);

	pass = piglit_check_gl_error(0) && pass;

	pass = check_attachment(GL_DEPTH_ATTACHMENT, rb) && pass;
	pass = check_attachment(GL_STENCIL_ATTACHMENT, rb) && pass;
	pass = check_attachment(GL_DEPTH_STENCIL_ATTACHMENT, rb) && pass;

	pass = piglit_check_gl_error(0) && pass;

	piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
}
void piglit_init(int argc, char **argv)
{
	bool pass = true;

	GLuint fb;
	GLuint tex;

	piglit_require_extension("GL_ARB_framebuffer_object");

	glGenTextures(1, &tex);
	glGenFramebuffers(1, &fb);
	glBindTexture(GL_TEXTURE_2D, tex);
	glBindFramebuffer(GL_FRAMEBUFFER, fb);

	glTexImage2D(GL_TEXTURE_2D,
		     0, /*level*/
		     GL_DEPTH_STENCIL,
		     200, 200, /*width, height*/
		     0, /*border*/
		     GL_DEPTH_STENCIL,
		     GL_UNSIGNED_INT_24_8,
		     NULL);
	glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
			       GL_DEPTH_STENCIL_ATTACHMENT,
			       GL_TEXTURE_2D,
			       tex,
			       0); /*level*/

	pass = piglit_check_gl_error(0) && pass;

	pass = check_attachment(GL_DEPTH_ATTACHMENT, tex) && pass;
	pass = check_attachment(GL_STENCIL_ATTACHMENT, tex) && pass;
	pass = check_attachment(GL_DEPTH_STENCIL_ATTACHMENT, tex) && pass;

	pass = piglit_check_gl_error(0) && pass;

	piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
}