[SPIR-V] No implicit lod on vertex shaders

This commit is contained in:
DrChat 2018-03-01 13:30:21 -06:00
parent 3d80ed4853
commit ea3ee2db2b
1 changed files with 3 additions and 2 deletions

View File

@ -1843,8 +1843,9 @@ void SpirvShaderTranslator::ProcessTextureFetchInstruction(
spv::Builder::TextureParameters params = {0}; spv::Builder::TextureParameters params = {0};
params.coords = src; params.coords = src;
params.sampler = texture; params.sampler = texture;
dest = b.createTextureCall(spv::NoPrecision, vec4_float_type_, false, dest =
false, false, false, false, params); b.createTextureCall(spv::NoPrecision, vec4_float_type_, false, false,
false, false, is_vertex_shader(), params);
} break; } break;
case FetchOpcode::kGetTextureGradients: { case FetchOpcode::kGetTextureGradients: {