With those two changes, this is
Reviewed-by: Chris Forbes
On Thu, Nov 21, 2013 at 8:05 AM, Paul Berry wrote:
> On 20 November 2013 03:18, Marek Olšák wrote:
>>
>> On Wed, Nov 20, 2013 at 5:47 AM, Paul Berry
>> wrote:
>> >
>> > + /**
>> > +* If Layered is true, the number of layers in th
On 19 November 2013 22:22, Chris Forbes wrote:
> + if (layer_count > 0) {
> + fb->NumLayers = layer_count;
>
> It seems like in the nonlayered case there will just be junk left in
> fb->NumLayers, which might trip people up in future?
>
Yeah, that's a fair critique. On further reflection
On 20 November 2013 03:18, Marek Olšák wrote:
> On Wed, Nov 20, 2013 at 5:47 AM, Paul Berry
> wrote:
> >
> > + /**
> > +* If Layered is true, the number of layers in the framebuffer. For
> cube
> > +* maps and cube map arrays, this includes the factor of 6.
> > +*/
> > + GLuint
On Wed, Nov 20, 2013 at 5:47 AM, Paul Berry wrote:
> In order to properly clear layered framebuffers, we need to know how
> many layers they have. The easiest way to do this is to record it in
> the gl_framebuffer struct when we check framebuffer completeness, just
> like we do for the Layered bo
+ if (layer_count > 0) {
+ fb->NumLayers = layer_count;
It seems like in the nonlayered case there will just be junk left in
fb->NumLayers, which might trip people up in future?
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In order to properly clear layered framebuffers, we need to know how
many layers they have. The easiest way to do this is to record it in
the gl_framebuffer struct when we check framebuffer completeness, just
like we do for the Layered boolean.
Cc: "10.0"
---
src/mesa/main/fbobject.c | 21 +