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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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| .. | ||
| copy_params.h | ||
| format_lookup_table.cpp | ||
| format_lookup_table.h | ||
| surface_base.cpp | ||
| surface_base.h | ||
| surface_params.cpp | ||
| surface_params.h | ||
| surface_view.cpp | ||
| surface_view.h | ||
| texture_cache.h | ||