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authorDave Airlie <[email protected]>2016-06-03 11:36:38 +1000
committerDave Airlie <[email protected]>2016-06-06 13:07:07 +1000
commitff2e569153d48bda347be729fc441852ab293138 (patch)
tree61ec15c4fcb19815f42e64ab273f007494a7d68d
parent1f66a4b68955b9d6cae629cec90e5e0f301c6a7a (diff)
i965: don't use NumLayers for 3D textures.
For 3D textures we shouldn't be using NumLayers, we need to get it from the depth. This fixes: GL45-CTS.geometry_shader.layered_framebuffer.clear_call_support Reviewed-by: Eduardo Lima Mitev <[email protected]> Cc: "12.0" <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
-rw-r--r--src/mesa/drivers/dri/i965/intel_fbo.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/mesa/drivers/dri/i965/intel_fbo.c b/src/mesa/drivers/dri/i965/intel_fbo.c
index 7bee792c04d..939f9a08c58 100644
--- a/src/mesa/drivers/dri/i965/intel_fbo.c
+++ b/src/mesa/drivers/dri/i965/intel_fbo.c
@@ -538,7 +538,7 @@ intel_renderbuffer_update_wrapper(struct brw_context *brw,
if (!layered) {
irb->layer_count = 1;
- } else if (image->TexObject->NumLayers > 0) {
+ } else if (mt->target != GL_TEXTURE_3D && image->TexObject->NumLayers > 0) {
irb->layer_count = image->TexObject->NumLayers;
} else {
irb->layer_count = mt->level[level].depth / layer_multiplier;