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authorReinUsesLisp <reinuseslisp@airmail.cc>2020-05-29 23:32:41 -0300
committerReinUsesLisp <reinuseslisp@airmail.cc>2020-06-08 05:01:00 -0300
commitc95c254f3eda75476ad221a4828033f4140a3470 (patch)
treeb06f5db8c853d3b40d82439e4e739205146cf07a /src/common/timer.cpp
parent2293e8a11a1173c855fcb406f1d6f0583d12c84b (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/common/timer.cpp')
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