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GLES: Correct some variable shadowing.
Potentially fixes an issue with 3D textures?
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parent
09b7a62666
commit
a6804c96bd
2 changed files with 4 additions and 4 deletions
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@ -34,7 +34,7 @@ GLRTexture::GLRTexture(const Draw::DeviceCaps &caps, int width, int height, int
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}
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w = width;
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h = height;
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depth = depth;
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d = depth;
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this->numMips = numMips;
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}
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@ -1602,16 +1602,16 @@ void VulkanQueueRunner::SetupTransitionToTransferSrc(VKRImage &img, VkImageAspec
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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) {
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// Barrier must specify both for combined depth/stencil buffers.
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aspect = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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imageAspect = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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} else {
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aspect = aspect;
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imageAspect = aspect;
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}
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recordBarrier->TransitionImage(
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img.image,
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0,
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1,
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aspect,
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imageAspect,
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img.layout,
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
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srcAccessMask,
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