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[Fix] (Framebuffer): carry the layered flag through the GL_DEPTH_STENCIL_ATTACHMENT split
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@@ -551,10 +551,24 @@ namespace MobileGL::MG_Impl::GLImpl {
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}
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if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) {
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// `layered` has to travel with the split. GL_DEPTH_STENCIL_ATTACHMENT is only a
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// shorthand for attaching the same image to both halves (GL 4.6 core 9.2.6), so
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// whether glFramebufferTexture made it LAYERED is a property of the call, not of
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// which half is being recorded - and dropping it here (the parameter defaults to
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// false) recorded a non-layered depth/stencil attachment beside a layered colour
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// one for every layered target. That is an inconsistent framebuffer by 9.4.1's
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// own rule, and downstream it means the depth/stencil attachment covers layer 0
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// alone: DirectVulkan built its view with layerCount 1 under a framebuffer
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// declaring N layers (VUID-VkFramebufferCreateInfo-flags-04535), and DirectGLES
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// attached one layer of it beside a layered colour target, which the driver
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// answers with GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS - every draw silently
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// produced nothing. This is the shape
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// texture_cube_map_array.stencil_attachments_*_layered and
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// geometry_shader.layered_framebuffer.stencil_support are built on.
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AttachFramebufferTextureWithUploadTarget(functionName, target, GL_DEPTH_ATTACHMENT, texture, level,
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textureUploadTarget);
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textureUploadTarget, layered);
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AttachFramebufferTextureWithUploadTarget(functionName, target, GL_STENCIL_ATTACHMENT, texture, level,
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textureUploadTarget);
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textureUploadTarget, layered);
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return;
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}
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