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mesa: add renderbuffer Depth field

With glFramebufferTexture, a renderbuffer may support
all layers of the texture, so we need the depth of the
renderbuffer to check for consistency which is required
for framebuffer completeness.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
tags/mesa-9.2-rc1
Jordan Justen 12 years ago
parent
commit
a05e201d4a
2 changed files with 2 additions and 0 deletions
  1. 1
    0
      src/mesa/main/mtypes.h
  2. 1
    0
      src/mesa/main/renderbuffer.c

+ 1
- 0
src/mesa/main/mtypes.h View File

@@ -2566,6 +2566,7 @@ struct gl_renderbuffer
GLuint Name;
GLint RefCount;
GLuint Width, Height;
GLuint Depth;
GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
GLubyte NumSamples;

+ 1
- 0
src/mesa/main/renderbuffer.c View File

@@ -53,6 +53,7 @@ _mesa_init_renderbuffer(struct gl_renderbuffer *rb, GLuint name)

rb->Width = 0;
rb->Height = 0;
rb->Depth = 0;
rb->InternalFormat = GL_RGBA;
rb->Format = MESA_FORMAT_NONE;
}

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