Searched refs:required_to_depth (Results 1 – 1 of 1) sorted by relevance
218 glw::GLint required_to_depth = 0; in iterate() local229 required_to_depth = ((gl_max_framebuffer_layers_ext_value / 6) + 1) * 6; in iterate()234 …if (required_to_depth <= gl_max_array_texture_layers && required_to_depth > gl_max_framebuffer_lay… in iterate()242 required_to_depth); in iterate()