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2020-06-08texture_cache: Implement rendering to 3D texturesReinUsesLisp1-21/+12
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.
2020-04-29vulkan: Remove unnecessary includesLioncash1-6/+0
Reduces some header churn and reduces rebuilds when some header internals change. While we're at it we can also resolve a missing include in buffer_cache.
2020-04-11renderer_vulkan: Drop Vulkan-HppReinUsesLisp1-32/+32
2020-02-16texture_cache: Implement layered framebuffer attachmentsReinUsesLisp1-0/+4
Layered framebuffer attachments is a feature that allows applications to write attach layered textures to a single attachment. What layer the fragments are written to is decided from the shader using gl_Layer.
2020-01-16vk_texture_cache: Address feedbackReinUsesLisp1-9/+4
2020-01-14vk_texture_cache: Implement generic texture cache on VulkanReinUsesLisp1-0/+244
It currently ignores PBO linearizations since these should be dropped as soon as possible on OpenGL.