With glFramebufferTexture, a renderbuffer may support all layers of the texture, so we need the depth of the renderbuffer to check for consistency which is required for framebuffer completeness.
Signed-off-by: Jordan Justen <jordan.l.jus...@intel.com> --- src/mesa/main/mtypes.h | 1 + src/mesa/main/renderbuffer.c | 1 + 2 files changed, 2 insertions(+) diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h index 1976e1c..3cc4409 100644 --- a/src/mesa/main/mtypes.h +++ b/src/mesa/main/mtypes.h @@ -2565,6 +2565,7 @@ struct gl_renderbuffer GLuint Name; GLint RefCount; GLuint Width, Height; + GLuint Depth; GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */ GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */ GLubyte NumSamples; diff --git a/src/mesa/main/renderbuffer.c b/src/mesa/main/renderbuffer.c index b426162..d458609 100644 --- a/src/mesa/main/renderbuffer.c +++ b/src/mesa/main/renderbuffer.c @@ -52,6 +52,7 @@ _mesa_init_renderbuffer(struct gl_renderbuffer *rb, GLuint name) rb->Width = 0; rb->Height = 0; + rb->Depth = 0; rb->InternalFormat = GL_RGBA; rb->Format = MESA_FORMAT_NONE; } -- 1.7.10.4 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev