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path: root/src/video_core/renderer_vulkan/vk_texture_cache.h (follow)
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* texture_cache: Implement rendering to 3D texturesReinUsesLisp2020-06-081-21/+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.
* vulkan: Remove unnecessary includesLioncash2020-04-291-6/+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.
* renderer_vulkan: Drop Vulkan-HppReinUsesLisp2020-04-111-32/+32
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* texture_cache: Implement layered framebuffer attachmentsReinUsesLisp2020-02-161-0/+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.
* vk_texture_cache: Address feedbackReinUsesLisp2020-01-161-9/+4
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* vk_texture_cache: Implement generic texture cache on VulkanReinUsesLisp2020-01-141-0/+244
It currently ignores PBO linearizations since these should be dropped as soon as possible on OpenGL.