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 */
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)) {
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;
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
}
framebuffer_texture(ctx, "1D", target, attachment, textarget, texture,
- level, 0);
+ level, 0, GL_FALSE);
}
}
framebuffer_texture(ctx, "2D", target, attachment, textarget, texture,
- level, 0);
+ level, 0, GL_FALSE);
}
}
framebuffer_texture(ctx, "3D", target, attachment, textarget, texture,
- level, zoffset);
+ level, zoffset, GL_FALSE);
}
GET_CURRENT_CONTEXT(ctx);
framebuffer_texture(ctx, "Layer", target, attachment, 0, texture,
- level, layer);
+ level, layer, GL_FALSE);
}