the OpenGL 4.2 specs (section 3.3.1) clearly states that:
Because each sample includes color, depth, and stencil information, the color (including texture operation), depth, and stencil functions perform equivalently to the single-sample mode. An additional buffer, called the multisample buffer, is added to the framebuffer. Pixel sample values, including color, depth, and stencil values, are stored in this buffer. Samples contain separate color values for each fragment color. When the framebuffer includes a multisample buffer, it does not include depth or stencil buffers , even if the multisample buffer does not store depth or stencil values. Color buffers do coexist with the multisample buffer, however.
However, if I need depth/stencil test I have to setup a depth_stencil multisampled renderbuffer.
Does this go against the specs or am I missing something?
Well, let's see. Section 4.4.4 states:
Among the many rules mentioned "below":
So if your depth/stencil buffer is not multisampled while your color buffer is multisampled, then your FBO will not be complete. And you cannot render to an incomplete framebuffer object.
So yes, you need to not only make sure that they are multisampled, they must use the same number of samples.