From: Zebediah Figura zfigura@codeweavers.com
Despite the array size, these are considered to be "layered" for the purposes of GL_FRAMEBUFFER_ATTACHMENT_LAYERED, and mixing array and non-array textures in this way will trigger GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=49002 --- dlls/wined3d/context_gl.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/dlls/wined3d/context_gl.c b/dlls/wined3d/context_gl.c index 240eaec349c..a8c5160a5b3 100644 --- a/dlls/wined3d/context_gl.c +++ b/dlls/wined3d/context_gl.c @@ -507,7 +507,7 @@ static inline void wined3d_context_gl_set_fbo_key_for_render_target(const struct key->objects[idx].object = render_target->gl_view.name; key->objects[idx].target = render_target->gl_view.target; key->objects[idx].level = 0; - key->objects[idx].layer = WINED3D_ALL_LAYERS; + key->objects[idx].layer = (render_target->layer_count == 1 ? 0 : WINED3D_ALL_LAYERS); return; }