Respect stage in BindFramebufferAsColorTexture().

Introduced in #13634, only matters in error cases.
This commit is contained in:
Unknown W. Brackets authored and GitHub committed 2020-11-29 07:59:35 -08:00
1 parent b5e2300770
commit b60250fca8
1 file changed
+2 -2
+2 -2
View File
@@ -825,7 +825,7 @@ void FramebufferManagerCommon::DrawPixels(VirtualFramebuffer *vfb, int dstX, int
bool FramebufferManagerCommon::BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags) {
if (!framebuffer->fbo || !useBufferedRendering_) {
draw_->BindTexture(0, nullptr);
draw_->BindTexture(stage, nullptr);
gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE;
return false;
}
@@ -859,7 +859,7 @@ bool FramebufferManagerCommon::BindFramebufferAsColorTexture(int stage, VirtualF
// Actually if the texture region and render regions don't overlap, this is safe, but we need
// to transition to GENERAL image layout which will take some trickery.
// Badness on D3D11 to bind the currently rendered-to framebuffer as a texture.
draw_->BindTexture(0, nullptr);
draw_->BindTexture(stage, nullptr);
gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE;
return false;
}