From: Dave Airlie <airl...@redhat.com>

For 3D textures we shouldn't be using NumLayers, we need
to get it from the depth.

This fixes:
GL45-CTS.geometry_shader.layered_framebuffer.clear_call_support

Signed-off-by: Dave Airlie <airl...@redhat.com>
---
 src/mesa/drivers/dri/i965/intel_fbo.c | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/mesa/drivers/dri/i965/intel_fbo.c 
b/src/mesa/drivers/dri/i965/intel_fbo.c
index 7bee792..939f9a0 100644
--- a/src/mesa/drivers/dri/i965/intel_fbo.c
+++ b/src/mesa/drivers/dri/i965/intel_fbo.c
@@ -538,7 +538,7 @@ intel_renderbuffer_update_wrapper(struct brw_context *brw,
 
    if (!layered) {
       irb->layer_count = 1;
-   } else if (image->TexObject->NumLayers > 0) {
+   } else if (mt->target != GL_TEXTURE_3D && image->TexObject->NumLayers > 0) {
       irb->layer_count = image->TexObject->NumLayers;
    } else {
       irb->layer_count = mt->level[level].depth / layer_multiplier;
-- 
2.5.5

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