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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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@ -221,10 +221,7 @@ TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(
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gl_type = GL_UNSIGNED_BYTE;
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
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entry->num_layers = FramebufferManager::GetEFBLayers();
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, gl_iformat, scaled_tex_w, scaled_tex_h, entry->num_layers, 0, gl_format, gl_type, nullptr);
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, gl_iformat, scaled_tex_w, scaled_tex_h, FramebufferManager::GetEFBLayers(), 0, gl_format, gl_type, nullptr);
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glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
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glGenFramebuffers(1, &entry->framebuffer);
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