gl_texture_cache: Attach view instead of base texture for layered attachments
This way we are not ignoring the base layer of the current texture.
This commit is contained in:
parent
449255675d
commit
6c8f9f40d7
|
@ -411,14 +411,13 @@ CachedSurfaceView::~CachedSurfaceView() = default;
|
|||
void CachedSurfaceView::Attach(GLenum attachment, GLenum target) const {
|
||||
ASSERT(params.num_levels == 1);
|
||||
|
||||
const GLuint texture = surface.GetTexture();
|
||||
if (params.num_layers > 1) {
|
||||
// Layered framebuffer attachments
|
||||
UNIMPLEMENTED_IF(params.base_layer != 0);
|
||||
|
||||
switch (params.target) {
|
||||
case SurfaceTarget::Texture2DArray:
|
||||
glFramebufferTexture(target, attachment, texture, params.base_level);
|
||||
glFramebufferTexture(target, attachment, GetTexture(), params.base_level);
|
||||
break;
|
||||
default:
|
||||
UNIMPLEMENTED();
|
||||
|
@ -427,6 +426,7 @@ void CachedSurfaceView::Attach(GLenum attachment, GLenum target) const {
|
|||
}
|
||||
|
||||
const GLenum view_target = surface.GetTarget();
|
||||
const GLuint texture = surface.GetTexture();
|
||||
switch (surface.GetSurfaceParams().target) {
|
||||
case SurfaceTarget::Texture1D:
|
||||
glFramebufferTexture1D(target, attachment, view_target, texture, params.base_level);
|
||||
|
|
Loading…
Reference in a new issue