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Enable explicit LOD for array textures with depth compare on SPIR-V (#4892)

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gdkchan 2023-05-11 16:35:36 -03:00 committed by GitHub
parent 0ed40c7175
commit 9205077590
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@ -1442,14 +1442,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
return GetZeroOperationResult(context, texOp, AggregateType.FP32, colorIsVector); return GetZeroOperationResult(context, texOp, AggregateType.FP32, colorIsVector);
} }
// This combination is valid, but not available on GLSL.
// For now, ignore the LOD level and do a normal sample.
// TODO: How to implement it properly?
if (hasLodLevel && isArray && isShadow)
{
hasLodLevel = false;
}
int srcIndex = isBindless ? 1 : 0; int srcIndex = isBindless ? 1 : 0;
SpvInstruction Src(AggregateType type) SpvInstruction Src(AggregateType type)