TextureCache: Ensure that all render target textures have as many layers as the frame buffer.

Also fixes a case where the D3D code path did not initialize num_layers leading to undefined behaviour.
This commit is contained in:
Jules Blok
2014-11-06 11:41:39 +01:00
parent 02ad1a36ea
commit 8210b9c915
7 changed files with 13 additions and 15 deletions

View File

@ -74,8 +74,6 @@ public:
// Resolved framebuffer is only used in MSAA mode.
static GLuint GetResolvedFramebuffer() { return m_resolvedFramebuffer; }
static int GetEFBLayers() { return m_EFBLayers; }
static void SetFramebuffer(GLuint fb);
// If in MSAA mode, this will perform a resolve of the specified rectangle, and return the resolve target as a texture ID.
@ -103,8 +101,6 @@ private:
static int m_msaaSamples;
static GLenum m_textureType;
static int m_EFBLayers;
static GLuint m_efbFramebuffer;
static GLuint m_xfbFramebuffer;
static GLuint m_efbColor;