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wined3d: Do not use glFramebufferTexture() to bind array RTVs with an array size of one.
Despite the array size, these are considered to be "layered" for the purposes of GL_FRAMEBUFFER_ATTACHMENT_LAYERED, and mixing array and non-array textures in this way will trigger GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=49002
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@ -507,7 +507,7 @@ static inline void wined3d_context_gl_set_fbo_key_for_render_target(const struct
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key->objects[idx].object = render_target->gl_view.name;
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key->objects[idx].target = render_target->gl_view.target;
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key->objects[idx].level = 0;
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key->objects[idx].layer = WINED3D_ALL_LAYERS;
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key->objects[idx].layer = (render_target->layer_count == 1 ? 0 : WINED3D_ALL_LAYERS);
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return;
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}
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