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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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@ -55,6 +55,8 @@ public:
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static int ScaleToVirtualXfbWidth(int x, unsigned int backbuffer_width);
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static int ScaleToVirtualXfbHeight(int y, unsigned int backbuffer_height);
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static int GetEFBLayers() { return m_EFBLayers; }
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protected:
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struct VirtualXFB
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{
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@ -70,6 +72,8 @@ protected:
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typedef std::list<VirtualXFB> VirtualXFBListType;
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static unsigned int m_EFBLayers;
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private:
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virtual XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height) = 0;
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// TODO: figure out why OGL is different for this guy
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