Reviewed-by: Eduardo Lima Mitev <[email protected]> On 06/03/2016 04:34 AM, Dave Airlie wrote: > From: Dave Airlie <[email protected]> > > 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 > > Signed-off-by: Dave Airlie <[email protected]> > --- > src/mesa/drivers/dri/i965/intel_fbo.c | 2 +- > 1 file changed, 1 insertion(+), 1 deletion(-) > > diff --git a/src/mesa/drivers/dri/i965/intel_fbo.c > b/src/mesa/drivers/dri/i965/intel_fbo.c > index 7bee792..939f9a0 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; >
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