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Check for geometry shaders before querying if framebuffer is layered
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@@ -204,8 +204,12 @@ void GLResourceManager::ContextPrepare_InitialState(GLResource res)
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{
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GL.glGetNamedFramebufferAttachmentParameterivEXT(
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res.name, attachment, eGL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, &a.level);
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GL.glGetNamedFramebufferAttachmentParameterivEXT(
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res.name, attachment, eGL_FRAMEBUFFER_ATTACHMENT_LAYERED, &layered);
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if(HasExt[ARB_geometry_shader4])
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GL.glGetNamedFramebufferAttachmentParameterivEXT(
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res.name, attachment, eGL_FRAMEBUFFER_ATTACHMENT_LAYERED, &layered);
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else
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layered = 0;
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if(layered == 0)
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GL.glGetNamedFramebufferAttachmentParameterivEXT(
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