getDepthBuffer( depth = true, stencil = false ) {

		const backend = this.backend;
		const { width, height } = backend.getDrawingBufferSize();

		const depthTexture = this.depthTexture;
		const depthTextureGPU = backend.get( depthTexture ).texture;

		let format, type;

		if ( stencil ) {

			format = DepthStencilFormat;
			type = UnsignedInt248Type;

		} else if ( depth ) {

			format = DepthFormat;
			type = UnsignedIntType;

		}

		if ( depthTextureGPU !== undefined ) {

			if ( depthTexture.image.width === width && depthTexture.image.height === height && depthTexture.format === format && depthTexture.type === type ) {

				return depthTextureGPU;

			}

			this.destroyTexture( depthTexture );

		}

		depthTexture.name = 'depthBuffer';
		depthTexture.format = format;
		depthTexture.type = type;
		depthTexture.image.width = width;
		depthTexture.image.height = height;

		this.createTexture( depthTexture, { width, height } );

		return backend.get( depthTexture ).texture;

	}
Returns the depth buffer representing the depth
attachment of the default framebuffer.

@param {boolean} [depth=true] - Whether depth is enabled or not.
@param {boolean} [stencil=false] -  Whether stencil is enabled or not.
@return {GPUTexture} The depth buffer.