gl_rasterizer_cache: Add check for array rendering to cubemap texture.
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				@ -1061,6 +1061,14 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& old_surface,
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        const u32 byte_stride{old_params.rt.layer_stride *
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                              (SurfaceParams::GetFormatBpp(old_params.pixel_format) / CHAR_BIT)};
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        if (old_params.rt.array_mode != 1) {
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            // TODO(bunnei): This is used by Breath of the Wild, I'm not sure how to implement this
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            // yet (array rendering used as a cubemap texture).
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            LOG_CRITICAL(HW_GPU, "Unhandled rendertarget array_mode {}", old_params.rt.array_mode);
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            UNREACHABLE();
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            return new_surface;
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        }
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        // This seems to be used for render-to-cubemap texture
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        const std::size_t size_with_mipmaps{new_params.SizeInBytes2DWithMipmap()};
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        ASSERT_MSG(size_with_mipmaps == byte_stride, "Unexpected");
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