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

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