From 920507759052b1a3a04c598d46c9b20ce0988d99 Mon Sep 17 00:00:00 2001 From: gdkchan Date: Thu, 11 May 2023 16:35:36 -0300 Subject: [PATCH] Enable explicit LOD for array textures with depth compare on SPIR-V (#4892) --- src/Ryujinx.Graphics.Shader/CodeGen/Spirv/Instructions.cs | 8 -------- 1 file changed, 8 deletions(-) diff --git a/src/Ryujinx.Graphics.Shader/CodeGen/Spirv/Instructions.cs b/src/Ryujinx.Graphics.Shader/CodeGen/Spirv/Instructions.cs index b6ffdb7ac..5521fa5c9 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)