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| author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-05-29 23:32:41 -0300 |
|---|---|---|
| committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-06-08 05:01:00 -0300 |
| commit | 77fbdd7e1de007391f1bdf2e90ab41914da0e34c (patch) | |
| tree | b06f5db8c853d3b40d82439e4e739205146cf07a /src/core/hle/kernel/process.cpp | |
| parent | a36918e60b54450fa3cd4a415cab70b328d46542 (diff) | |
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.
Diffstat (limited to 'src/core/hle/kernel/process.cpp')
0 files changed, 0 insertions, 0 deletions
