Fix glFramebufferTextureLayer warnings generated by ANGLE
We shouldn't be using glFramebufferTextureLayer on 2D textures. Also, the "attachment" was wrong (GL_COLOR vs GL_COLOR_ATTACHMENT0). BUG: dawn:447 Change-Id: I1e47dfc4e8e88d70d9a1e6585b5d138b82ed3cfe Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/38782 Commit-Queue: Stephen White <senorblanco@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@ -332,9 +332,14 @@ namespace dawn_native { namespace opengl {
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GLuint framebuffer = 0;
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gl.GenFramebuffers(1, &framebuffer);
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gl.BindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
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gl.FramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR, GetHandle(),
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static_cast<int>(level),
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static_cast<int>(layer));
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if (GetArrayLayers() == 1) {
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gl.FramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GetGLTarget(), GetHandle(), level);
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} else {
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gl.FramebufferTextureLayer(GL_DRAW_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0, GetHandle(), level,
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layer);
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}
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gl.Disable(GL_SCISSOR_TEST);
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gl.ClearBufferiv(GL_COLOR, 0,
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reinterpret_cast<const GLint*>(clearColorData.data()));
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