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author | gdkchan <gab.dark.100@gmail.com> | 2023-05-11 16:35:36 -0300 |
---|---|---|
committer | GitHub <noreply@github.com> | 2023-05-11 21:35:36 +0200 |
commit | 920507759052b1a3a04c598d46c9b20ce0988d99 (patch) | |
tree | ce946b9f75cff4cd3a0dc632a18c672321c254b8 | |
parent | 0ed40c71754e194c42a5a2758c0db1a5fc1de50b (diff) |
Enable explicit LOD for array textures with depth compare on SPIR-V (#4892)1.1.785
-rw-r--r-- | src/Ryujinx.Graphics.Shader/CodeGen/Spirv/Instructions.cs | 8 |
1 files changed, 0 insertions, 8 deletions
diff --git a/src/Ryujinx.Graphics.Shader/CodeGen/Spirv/Instructions.cs b/src/Ryujinx.Graphics.Shader/CodeGen/Spirv/Instructions.cs index b6ffdb7a..5521fa5c 100644 --- a/src/Ryujinx.Graphics.Shader/CodeGen/Spirv/Instructions.cs +++ b/src/Ryujinx.Graphics.Shader/CodeGen/Spirv/Instructions.cs @@ -1442,14 +1442,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv 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; SpvInstruction Src(AggregateType type) |