[Fix] (Framebuffer): carry the layered flag through the GL_DEPTH_STENCIL_ATTACHMENT split

This commit is contained in:
2026-08-27 04:37:28 -04:00
parent df1bcdba09
commit 6fc3504bd9
@@ -551,10 +551,24 @@ namespace MobileGL::MG_Impl::GLImpl {
}
if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) {
// `layered` has to travel with the split. GL_DEPTH_STENCIL_ATTACHMENT is only a
// shorthand for attaching the same image to both halves (GL 4.6 core 9.2.6), so
// whether glFramebufferTexture made it LAYERED is a property of the call, not of
// which half is being recorded - and dropping it here (the parameter defaults to
// false) recorded a non-layered depth/stencil attachment beside a layered colour
// one for every layered target. That is an inconsistent framebuffer by 9.4.1's
// own rule, and downstream it means the depth/stencil attachment covers layer 0
// alone: DirectVulkan built its view with layerCount 1 under a framebuffer
// declaring N layers (VUID-VkFramebufferCreateInfo-flags-04535), and DirectGLES
// attached one layer of it beside a layered colour target, which the driver
// answers with GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS - every draw silently
// produced nothing. This is the shape
// texture_cube_map_array.stencil_attachments_*_layered and
// geometry_shader.layered_framebuffer.stencil_support are built on.
AttachFramebufferTextureWithUploadTarget(functionName, target, GL_DEPTH_ATTACHMENT, texture, level,
textureUploadTarget);
textureUploadTarget, layered);
AttachFramebufferTextureWithUploadTarget(functionName, target, GL_STENCIL_ATTACHMENT, texture, level,
textureUploadTarget);
textureUploadTarget, layered);
return;
}