On Tue, Jan 7, 2014 at 7:33 AM, Paul Berry stereotype...@gmail.com wrote:
Previously, Mesa enforced the following rule (from
ARB_geometry_shader4's list of criteria for framebuffer completeness):
* If any framebuffer attachment is layered, all attachments must have
the same layer count.
I'm not convinced this is correct/safe, at least for the meta clear.
The GL 3.2 spec says, on page 221 (page 235 of the PDF):
* If the number of layers of each attachment are not all identical, rendering
will be limited to the smallest number of layers of any attachment.
And then in the
On 9 January 2014 18:19, Chris Forbes chr...@ijw.co.nz wrote:
I'm not convinced this is correct/safe, at least for the meta clear.
The GL 3.2 spec says, on page 221 (page 235 of the PDF):
* If the number of layers of each attachment are not all identical,
rendering
will be limited to
OK, in that case:
Reviewed-by: Chris Forbes chr...@ijw.co.nz
On Fri, Jan 10, 2014 at 3:42 PM, Paul Berry stereotype...@gmail.com wrote:
On 9 January 2014 18:19, Chris Forbes chr...@ijw.co.nz wrote:
I'm not convinced this is correct/safe, at least for the meta clear.
The GL 3.2 spec says, on
Previously, Mesa enforced the following rule (from
ARB_geometry_shader4's list of criteria for framebuffer completeness):
* If any framebuffer attachment is layered, all attachments must have
the same layer count. For three-dimensional textures, the layer count
is the depth of the