Enable explicit LOD for array textures with depth compare on SPIR-V (#4892)
This commit is contained in:
parent
0ed40c7175
commit
9205077590
1 changed files with 0 additions and 8 deletions
|
@ -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)
|
||||||
|
|
Reference in a new issue