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Don't query texture level/layer properties for renderbuffer attachments
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@@ -311,22 +311,25 @@ bool GLResourceManager::Prepare_InitialState(GLResource res, byte *blob)
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gl.glGetNamedFramebufferAttachmentParameterivEXT(
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res.name, data->attachmentNames[i], eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, (GLint *)&type);
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if(object)
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a.renderbuffer = (type == eGL_RENDERBUFFER);
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layered = 0;
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a.level = 0;
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a.layer = 0;
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if(object && !a.renderbuffer)
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{
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a.level = 0;
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gl.glGetNamedFramebufferAttachmentParameterivEXT(
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res.name, data->attachmentNames[i], eGL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, &a.level);
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gl.glGetNamedFramebufferAttachmentParameterivEXT(
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res.name, data->attachmentNames[i], eGL_FRAMEBUFFER_ATTACHMENT_LAYERED, &layered);
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a.layer = 0;
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if(layered == 0)
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gl.glGetNamedFramebufferAttachmentParameterivEXT(
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res.name, data->attachmentNames[i], eGL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER, &a.layer);
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}
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a.layered = (layered != 0);
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a.renderbuffer = (type == eGL_RENDERBUFFER);
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a.obj = GetID(a.renderbuffer ? RenderbufferRes(res.Context, object)
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: TextureRes(res.Context, object));
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