shader: apply the LOD clamp of image_sample _cl variants

Co-authored-by: Senaxx <michelbeld@gmail.com>
This commit is contained in:
nmzikandSenaxx committed 2026-10-26 05:32:02 +01:00
1 parent b4209dde1b
commit 4ebae87a1b
5 files changed
+70 -3

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@@ -337,6 +337,7 @@ static void VulkanFindPhysicalDevice(vk::Instance instance, vk::SurfaceKHR surfa
check_feature(device_features2.features.shaderImageGatherExtended,
"shaderImageGatherExtended");
check_feature(device_features2.features.shaderResourceMinLod, "shaderResourceMinLod");
check_feature(device_features2.features.independentBlend, "independentBlend");
check_feature(device_features2.features.tessellationShader, "tessellationShader");
@@ -636,6 +637,7 @@ static vk::Device VulkanCreateDevice(GraphicContext& graphics,
device_features.shaderStorageImageMultisample =
supported_features2.features.shaderStorageImageMultisample;
device_features.shaderImageGatherExtended = VK_TRUE;
device_features.shaderResourceMinLod = VK_TRUE;
device_features.independentBlend = VK_TRUE;
device_features.dualSrcBlend = VK_TRUE;
device_features.tessellationShader = VK_TRUE;