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gl_texture_cache: Fix multi layered texture Scale
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@ -939,17 +939,21 @@ bool Image::Scale(bool scale_src, bool scale_dst) {
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const auto& draw_fbo = runtime->rescale_draw_fbo;
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, draw_fbo.handle);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, read_fbo.handle);
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for (s32 level = 0; level < info.resources.levels; ++level) {
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const u32 src_level_width = std::max(1u, src_width >> level);
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const u32 src_level_height = std::max(1u, src_height >> level);
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const u32 dst_level_width = std::max(1u, dst_width >> level);
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const u32 dst_level_height = std::max(1u, dst_height >> level);
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for (s32 layer = 0; layer < info.resources.layers; ++layer) {
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for (s32 level = 0; level < info.resources.levels; ++level) {
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const u32 src_level_width = std::max(1u, src_width >> level);
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const u32 src_level_height = std::max(1u, src_height >> level);
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const u32 dst_level_width = std::max(1u, dst_width >> level);
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const u32 dst_level_height = std::max(1u, dst_height >> level);
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glNamedFramebufferTexture(read_fbo.handle, attachment, texture.handle, level);
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glNamedFramebufferTexture(draw_fbo.handle, attachment, dst_texture.handle, level);
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glBlitNamedFramebuffer(read_fbo.handle, draw_fbo.handle, 0, 0, src_level_width,
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src_level_height, 0, 0, dst_level_width, dst_level_height, mask,
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filter);
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glNamedFramebufferTextureLayer(read_fbo.handle, attachment, texture.handle, level,
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layer);
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glNamedFramebufferTextureLayer(draw_fbo.handle, attachment, dst_texture.handle, level,
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layer);
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glBlitNamedFramebuffer(read_fbo.handle, draw_fbo.handle, 0, 0, src_level_width,
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src_level_height, 0, 0, dst_level_width, dst_level_height, mask,
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filter);
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}
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}
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texture = std::move(dst_texture);
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