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texture_cache: Implement layered framebuffer attachments
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.
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@ -520,7 +520,7 @@ public:
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BitField<12, 1, InvMemoryLayout> type;
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} memory_layout;
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union {
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BitField<0, 16, u32> array_mode;
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BitField<0, 16, u32> layers;
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BitField<16, 1, u32> volume;
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};
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u32 layer_stride;
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@ -778,8 +778,12 @@ public:
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u32 zeta_width;
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u32 zeta_height;
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union {
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BitField<0, 16, u32> zeta_layers;
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BitField<16, 1, u32> zeta_volume;
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};
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INSERT_UNION_PADDING_WORDS(0x27);
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INSERT_UNION_PADDING_WORDS(0x26);
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u32 depth_test_enable;
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@ -1475,6 +1479,7 @@ ASSERT_REG_POSITION(vertex_attrib_format, 0x458);
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ASSERT_REG_POSITION(rt_control, 0x487);
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ASSERT_REG_POSITION(zeta_width, 0x48a);
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ASSERT_REG_POSITION(zeta_height, 0x48b);
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ASSERT_REG_POSITION(zeta_layers, 0x48c);
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ASSERT_REG_POSITION(depth_test_enable, 0x4B3);
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ASSERT_REG_POSITION(independent_blend_enable, 0x4B9);
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ASSERT_REG_POSITION(depth_write_enabled, 0x4BA);
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