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Enable explicit LOD for array textures with depth compare on SPIR-V (#4892)
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@ -1442,14 +1442,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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return GetZeroOperationResult(context, texOp, AggregateType.FP32, colorIsVector);
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return GetZeroOperationResult(context, texOp, AggregateType.FP32, colorIsVector);
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}
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}
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// This combination is valid, but not available on GLSL.
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// For now, ignore the LOD level and do a normal sample.
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// TODO: How to implement it properly?
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if (hasLodLevel && isArray && isShadow)
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{
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hasLodLevel = false;
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}
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int srcIndex = isBindless ? 1 : 0;
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int srcIndex = isBindless ? 1 : 0;
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SpvInstruction Src(AggregateType type)
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SpvInstruction Src(AggregateType type)
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