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

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9205077590
Modificáronse 1 ficheiros con 0 adicións e 8 borrados
  1. 0 8
      src/Ryujinx.Graphics.Shader/CodeGen/Spirv/Instructions.cs

+ 0 - 8
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)