last_layer = strb->rtt_face + strb->rtt_slice;
}
+ /* Adjust for texture views */
+ if (strb->is_rtt) {
+ struct gl_texture_object *tex = strb->Base.TexImage->TexObject;
+ first_layer += tex->MinLayer;
+ if (!strb->rtt_layered)
+ last_layer += tex->MinLayer;
+ else
+ last_layer = MIN2(first_layer + tex->NumLayers - 1, last_layer);
+ }
+
if (!strb->surface ||
strb->surface->texture->nr_samples != strb->Base.NumSamples ||
strb->surface->format != format ||