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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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@ -47,12 +47,13 @@ public:
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int frameCount;
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void SetGeneralParameters(u32 _addr, u32 _size, u32 _format, unsigned int _num_mipmaps)
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void SetGeneralParameters(u32 _addr, u32 _size, u32 _format, unsigned int _num_mipmaps, unsigned int _num_layers)
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{
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addr = _addr;
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size_in_bytes = _size;
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format = _format;
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num_mipmaps = _num_mipmaps;
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num_layers = _num_layers;
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}
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void SetDimensions(unsigned int _native_width, unsigned int _native_height, unsigned int _virtual_width, unsigned int _virtual_height)
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