From 8210b9c915816cf8f778db1b633f2327897af005 Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Thu, 6 Nov 2014 11:41:39 +0100 Subject: 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. --- Source/Core/VideoCommon/FramebufferManagerBase.h | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'Source/Core/VideoCommon/FramebufferManagerBase.h') diff --git a/Source/Core/VideoCommon/FramebufferManagerBase.h b/Source/Core/VideoCommon/FramebufferManagerBase.h index 50813539ab..b01e820243 100644 --- a/Source/Core/VideoCommon/FramebufferManagerBase.h +++ b/Source/Core/VideoCommon/FramebufferManagerBase.h @@ -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 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 -- cgit v1.2.3