c95c254f3e
This allows rendering to 3D textures with more than one slice. Applications are allowed to render to more than one slice of a texture using gl_Layer from a VTG shader. This also requires reworking how 3D texture collisions are handled, for now, this commit allows rendering to slices but not to miplevels. When a render target attempts to write to a mipmap, we fallback to the previous implementation (copying or flushing as needed). - Fixes color correction 3D textures on UE4 games (rainbow effects). - Allows Xenoblade games to render to 3D textures directly. |
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.. | ||
const_buffer_engine_interface.h | ||
const_buffer_info.h | ||
engine_interface.h | ||
engine_upload.cpp | ||
engine_upload.h | ||
fermi_2d.cpp | ||
fermi_2d.h | ||
kepler_compute.cpp | ||
kepler_compute.h | ||
kepler_memory.cpp | ||
kepler_memory.h | ||
maxwell_3d.cpp | ||
maxwell_3d.h | ||
maxwell_dma.cpp | ||
maxwell_dma.h | ||
shader_bytecode.h | ||
shader_header.h | ||
shader_type.h |