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Enable explicit LOD for array textures with depth compare on SPIR-V #4892
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gdkchan
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gpu
Related to Ryujinx.Graphics
fix
Fix something
graphics-backend:vulkan
Graphical bugs when using the Vulkan API
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May 11, 2023
AcK77
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May 11, 2023
riperiperi
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I do have an AMD device, but I'm not sure what games I could test to trigger this case.
jerome-cs
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May 11, 2023
jewom
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May 11, 2023
marysaka
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May 11, 2023
Hello @gdkchan, the issue still exists for me. Vulkan Backend |
That fixed it, thank you. |
noxifoxi
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May 13, 2023
That was missing from Ryujinx#4892
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Labels
fix
Fix something
gpu
Related to Ryujinx.Graphics
graphics-backend:vulkan
Graphical bugs when using the Vulkan API
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This removes what I believe to be a leftover from the GLSL backend (before it started using the shadow LOD extension). It was forcing explicit LOD to be removed when using depth-comparison with array textures, since that is not supported on unextended GLSL. AFAIK that limitation does not exist on SPIR-V.
This fixes some glitches on The Legend of Zelda: Tears of the Kingdom when using the Vulkan backend (as it's the only backend that uses SPIR-V shaders right now).
Before:
After:
I recommend testing on AMD and making sure it doesn't break.