Unreal binds a whole volume as a render target with the last slice set to its depth, one past the end, and the resolver stopped the session on it. The color block writes only the slices the volume has, so the view is now clamped to them. A view that starts past the last slice is still fatal. |
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| .. | ||
| SharpEmu.Libs.Tests | ||
| SharpEmu.ShaderCompiler.Metal.Tests | ||
| SharpEmu.ShaderCompiler.Tests | ||
| SharpEmu.SourceGenerators.Tests | ||