texture_cache: Implement subresource specific uploads #1451
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
It is a common pattern for games to clear specific subresources of an image (either a mipmap or a layer). Bloodborne renders to an texture cube by individually clearing the faces with compute dispatches and rendering to them. Red Dead Redemption clears the first mipmap of images that have many. Without this handling subsequent usages of said image can either clear subresources that were rendered or trash the image with cpu data if a gpu buffer doesn't happen to cover the entire image size.
Before merging, support for images with more than 64 subresources needs to be added (will trigger an assert for now).