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.
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449255675d
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@ -411,14 +411,13 @@ CachedSurfaceView::~CachedSurfaceView() = default;
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void CachedSurfaceView::Attach(GLenum attachment, GLenum target) const {
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void CachedSurfaceView::Attach(GLenum attachment, GLenum target) const {
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ASSERT(params.num_levels == 1);
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ASSERT(params.num_levels == 1);
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const GLuint texture = surface.GetTexture();
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if (params.num_layers > 1) {
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if (params.num_layers > 1) {
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// Layered framebuffer attachments
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// Layered framebuffer attachments
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UNIMPLEMENTED_IF(params.base_layer != 0);
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UNIMPLEMENTED_IF(params.base_layer != 0);
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switch (params.target) {
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switch (params.target) {
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case SurfaceTarget::Texture2DArray:
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case SurfaceTarget::Texture2DArray:
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glFramebufferTexture(target, attachment, texture, params.base_level);
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glFramebufferTexture(target, attachment, GetTexture(), params.base_level);
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break;
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break;
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default:
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default:
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UNIMPLEMENTED();
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UNIMPLEMENTED();
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@ -427,6 +426,7 @@ void CachedSurfaceView::Attach(GLenum attachment, GLenum target) const {
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}
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}
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const GLenum view_target = surface.GetTarget();
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const GLenum view_target = surface.GetTarget();
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const GLuint texture = surface.GetTexture();
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switch (surface.GetSurfaceParams().target) {
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switch (surface.GetSurfaceParams().target) {
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case SurfaceTarget::Texture1D:
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case SurfaceTarget::Texture1D:
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glFramebufferTexture1D(target, attachment, view_target, texture, params.base_level);
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glFramebufferTexture1D(target, attachment, view_target, texture, params.base_level);
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