yuzu/src/video_core/texture_cache
ReinUsesLisp c95c254f3e texture_cache: Implement rendering to 3D textures
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.
2020-06-08 05:01:00 -03:00
..
copy_params.h copy_params: use constexpr for constructor 2019-06-25 17:42:50 -04:00
format_lookup_table.cpp format_lookup_table: Implement G24S8 format as S8Z24 2020-05-28 17:16:07 -03:00
format_lookup_table.h format_lookup_table: Address feedback 2019-11-14 20:57:30 -03:00
surface_base.cpp texture_cache: Implement rendering to 3D textures 2020-06-08 05:01:00 -03:00
surface_base.h texture_cache: Implement rendering to 3D textures 2020-06-08 05:01:00 -03:00
surface_params.cpp texture_cache: Implement rendering to 3D textures 2020-06-08 05:01:00 -03:00
surface_params.h video_core: Use native ASTC when available 2020-04-01 01:14:04 -03:00
surface_view.cpp surface_view: Add missing operator!= to ViewParams 2020-04-16 00:03:12 -04:00
surface_view.h surface_view: Add missing operator!= to ViewParams 2020-04-16 00:03:12 -04:00
texture_cache.h texture_cache: Implement rendering to 3D textures 2020-06-08 05:01:00 -03:00