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* Fix TXQ for 3D textures. Assumes the texture is 3D if the component mask contains Z. This fixes a bug in UE4 games where parts of the map had garbage pointers to lighting voxels, as the lookup 3D texture was not being initialized. Most notable game is THPS1+2. May need another PR to keep image store data alive and properly flush it in order using the AutoDeleteCache. * Get sampler type for TextureSize from bound textures. |
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| .. | ||
| BindlessElimination.cs | ||
| BindlessToIndexed.cs | ||
| BranchElimination.cs | ||
| ConstantFolding.cs | ||
| GlobalToStorage.cs | ||
| HalfConversion.cs | ||
| Optimizer.cs | ||
| Simplification.cs | ||
| Utils.cs | ||