GLES: Correct some variable shadowing.

Potentially fixes an issue with 3D textures?
This commit is contained in:
Unknown W. Brackets 2022-08-13 12:37:06 -07:00
parent 09b7a62666
commit a6804c96bd
2 changed files with 4 additions and 4 deletions

View file

@ -34,7 +34,7 @@ GLRTexture::GLRTexture(const Draw::DeviceCaps &caps, int width, int height, int
}
w = width;
h = height;
depth = depth;
d = depth;
this->numMips = numMips;
}

View file

@ -1602,16 +1602,16 @@ void VulkanQueueRunner::SetupTransitionToTransferSrc(VKRImage &img, VkImageAspec
if (img.format == VK_FORMAT_D16_UNORM_S8_UINT || img.format == VK_FORMAT_D24_UNORM_S8_UINT || img.format == VK_FORMAT_D32_SFLOAT_S8_UINT) {
// Barrier must specify both for combined depth/stencil buffers.
aspect = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
imageAspect = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
} else {
aspect = aspect;
imageAspect = aspect;
}
recordBarrier->TransitionImage(
img.image,
0,
1,
aspect,
imageAspect,
img.layout,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
srcAccessMask,