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FramebufferManagerBase: Only allocate one layer for Real XFB.
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@ -531,7 +531,7 @@ void XFBSource::CopyEFB(float Gamma)
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}
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XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
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XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers)
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{
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GLuint texture;
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@ -540,9 +540,9 @@ XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, un
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glActiveTexture(GL_TEXTURE0 + 9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, target_width, target_height, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, target_width, target_height, layers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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return new XFBSource(texture, m_EFBLayers);
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return new XFBSource(texture, layers);
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}
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void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)
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