I'm using OpenGl 4.3 deferred renderer and I've setup my depth buffer for my FBO as following:
GLCALL(glGenRenderbuffers(1, &mDepthbuffer));
GLCALL(glBindRenderbuffer(GL_RENDERBUFFER, mDepthbuffer));
GLCALL(glRenderbufferStorageMultisample(GL_RENDERBUFFER, 0, GL_DEPTH32F_STENCIL8, windowWidth, windowHeight));
GLCALL(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepthbuffer));
GLCALL(glBindRenderbuffer(GL_RENDERBUFFER, 0));
When I debug normals, positions, etc I can just set that color attachments using glReadBuffer and then glBlitFramebuffer to the default FBO. But the depth buffer is a DEPTH_STENCIL Renderbuffer - what is the best way of getting its contents to the screen?