mesa: add renderbuffer attachment Layered field

If glFramebufferTexture is used, then the framebuffer attachment is
layered.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Jordan Justen 2013-04-18 10:08:50 -07:00
parent a05e201d4a
commit a62808085a
3 changed files with 12 additions and 8 deletions

View file

@ -351,7 +351,8 @@ _mesa_set_texture_attachment(struct gl_context *ctx,
struct gl_framebuffer *fb,
struct gl_renderbuffer_attachment *att,
struct gl_texture_object *texObj,
GLenum texTarget, GLuint level, GLuint zoffset)
GLenum texTarget, GLuint level, GLuint zoffset,
GLboolean layered)
{
if (att->Texture == texObj) {
/* re-attaching same texture */
@ -373,6 +374,7 @@ _mesa_set_texture_attachment(struct gl_context *ctx,
att->TextureLevel = level;
att->CubeMapFace = _mesa_tex_target_to_face(texTarget);
att->Zoffset = zoffset;
att->Layered = layered;
att->Complete = GL_FALSE;
if (_mesa_get_attachment_teximage(att)) {
@ -2103,7 +2105,7 @@ reuse_framebuffer_texture_attachment(struct gl_framebuffer *fb,
static void
framebuffer_texture(struct gl_context *ctx, const char *caller, GLenum target,
GLenum attachment, GLenum textarget, GLuint texture,
GLint level, GLint zoffset)
GLint level, GLint zoffset, GLboolean layered)
{
struct gl_renderbuffer_attachment *att;
struct gl_texture_object *texObj = NULL;
@ -2230,7 +2232,7 @@ framebuffer_texture(struct gl_context *ctx, const char *caller, GLenum target,
BUFFER_DEPTH);
} else {
_mesa_set_texture_attachment(ctx, fb, att, texObj, textarget,
level, zoffset);
level, zoffset, layered);
if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) {
/* Above we created a new renderbuffer and attached it to the
* depth attachment point. Now attach it to the stencil attachment
@ -2296,7 +2298,7 @@ _mesa_FramebufferTexture1D(GLenum target, GLenum attachment,
}
framebuffer_texture(ctx, "1D", target, attachment, textarget, texture,
level, 0);
level, 0, GL_FALSE);
}
@ -2347,7 +2349,7 @@ _mesa_FramebufferTexture2D(GLenum target, GLenum attachment,
}
framebuffer_texture(ctx, "2D", target, attachment, textarget, texture,
level, 0);
level, 0, GL_FALSE);
}
@ -2365,7 +2367,7 @@ _mesa_FramebufferTexture3D(GLenum target, GLenum attachment,
}
framebuffer_texture(ctx, "3D", target, attachment, textarget, texture,
level, zoffset);
level, zoffset, GL_FALSE);
}
@ -2376,7 +2378,7 @@ _mesa_FramebufferTextureLayer(GLenum target, GLenum attachment,
GET_CURRENT_CONTEXT(ctx);
framebuffer_texture(ctx, "Layer", target, attachment, 0, texture,
level, layer);
level, layer, GL_FALSE);
}

View file

@ -99,7 +99,8 @@ _mesa_set_texture_attachment(struct gl_context *ctx,
struct gl_framebuffer *fb,
struct gl_renderbuffer_attachment *att,
struct gl_texture_object *texObj,
GLenum texTarget, GLuint level, GLuint zoffset);
GLenum texTarget, GLuint level, GLuint zoffset,
GLboolean layered);
extern void
_mesa_set_renderbuffer_attachment(struct gl_context *ctx,

View file

@ -2610,6 +2610,7 @@ struct gl_renderbuffer_attachment
GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
* and 2D array textures */
GLboolean Layered;
};