Fix texture sampling with depth compare and LOD level or bias (#2404)
* Fix texture sampling with depth compare and LOD level or bias * Shader cache version bump * nit: Sorting
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8 changed files with 55 additions and 25 deletions
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@ -4,8 +4,9 @@ namespace Ryujinx.Graphics.GAL
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{
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public bool SupportsAstcCompression { get; }
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public bool SupportsImageLoadFormatted { get; }
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public bool SupportsNonConstantTextureOffset { get; }
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public bool SupportsMismatchingViewFormat { get; }
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public bool SupportsNonConstantTextureOffset { get; }
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public bool SupportsTextureShadowLod { get; }
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public bool SupportsViewportSwizzle { get; }
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public int MaximumComputeSharedMemorySize { get; }
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@ -15,8 +16,9 @@ namespace Ryujinx.Graphics.GAL
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public Capabilities(
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bool supportsAstcCompression,
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bool supportsImageLoadFormatted,
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bool supportsNonConstantTextureOffset,
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bool supportsMismatchingViewFormat,
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bool supportsNonConstantTextureOffset,
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bool supportsTextureShadowLod,
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bool supportsViewportSwizzle,
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int maximumComputeSharedMemorySize,
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float maximumSupportedAnisotropy,
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@ -24,8 +26,9 @@ namespace Ryujinx.Graphics.GAL
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{
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SupportsAstcCompression = supportsAstcCompression;
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SupportsImageLoadFormatted = supportsImageLoadFormatted;
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SupportsNonConstantTextureOffset = supportsNonConstantTextureOffset;
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SupportsMismatchingViewFormat = supportsMismatchingViewFormat;
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SupportsNonConstantTextureOffset = supportsNonConstantTextureOffset;
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SupportsTextureShadowLod = supportsTextureShadowLod;
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SupportsViewportSwizzle = supportsViewportSwizzle;
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MaximumComputeSharedMemorySize = maximumComputeSharedMemorySize;
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MaximumSupportedAnisotropy = maximumSupportedAnisotropy;
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