* Bind a particular texture level/layer to mipmap->FBO's GL_COLOR_ATTACHMENT0.
*/
static void
-bind_fbo_image(struct gl_texture_object *texObj, GLenum target, GLuint level)
+bind_fbo_image(struct gl_texture_object *texObj, GLenum target,
+ GLuint level, GLuint layer)
{
switch (target) {
case GL_TEXTURE_1D:
texObj->Name,
level);
break;
+ case GL_TEXTURE_1D_ARRAY:
+ case GL_TEXTURE_2D_ARRAY:
case GL_TEXTURE_3D:
- _mesa_FramebufferTexture3D(GL_FRAMEBUFFER,
- GL_COLOR_ATTACHMENT0,
- target,
- texObj->Name,
- level,
- 0); /* XXX: Unfinished */
+ _mesa_FramebufferTextureLayer(GL_FRAMEBUFFER,
+ GL_COLOR_ATTACHMENT0,
+ texObj->Name,
+ level,
+ layer);
break;
default: /* 2D / cube */
_mesa_FramebufferTexture2D(GL_FRAMEBUFFER,
_mesa_GenFramebuffers(1, &mipmap->FBO);
_mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, mipmap->FBO);
- bind_fbo_image(texObj, target, srcLevel);
+ bind_fbo_image(texObj, target, srcLevel, 0);
status = _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
/* limit minification to src level */
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
- bind_fbo_image(texObj, faceTarget, dstLevel);
+ bind_fbo_image(texObj, faceTarget, dstLevel, 0);
_mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);