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authorgdkchan <gab.dark.100@gmail.com>2023-05-11 16:35:36 -0300
committerGitHub <noreply@github.com>2023-05-11 21:35:36 +0200
commit920507759052b1a3a04c598d46c9b20ce0988d99 (patch)
treece946b9f75cff4cd3a0dc632a18c672321c254b8
parent0ed40c71754e194c42a5a2758c0db1a5fc1de50b (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.cs8
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)