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