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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (MG_State/GLState, MG_Backend): track layered framebuffer textures
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@@ -522,6 +522,16 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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case TextureUploadTarget::ProxyTexture2DMultisample:
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outShape = {};
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return true;
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case TextureUploadTarget::Texture2DArray:
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case TextureUploadTarget::ProxyTexture2DArray:
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MOBILEGL_ASSERT(texelSize.z() > 0,
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"TryResolveTextureShapeInfo: invalid 2D array depth=%d for textureId=%d",
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texelSize.z(), texture.GetExternalIndex());
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outShape.imageType = VK_IMAGE_TYPE_2D;
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outShape.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
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outShape.depth = 1;
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outShape.arrayLayers = static_cast<Uint32>(texelSize.z());
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return true;
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case TextureUploadTarget::Texture2DMultisampleArray:
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case TextureUploadTarget::ProxyTexture2DMultisampleArray:
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MOBILEGL_ASSERT(texelSize.z() > 0,
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