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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.
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@ -598,6 +598,7 @@ public:
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BitField<4, 3, u32> block_height;
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BitField<8, 3, u32> block_depth;
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BitField<12, 1, InvMemoryLayout> type;
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BitField<16, 1, u32> is_3d;
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} memory_layout;
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union {
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BitField<0, 16, u32> layers;
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