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[Fix] (MG_Backend/DirectVulkan): fix depth sampler state, fixing BSL
shadow
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@@ -1036,6 +1036,11 @@ void main() {
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sourceTexture->GetExternalIndex());
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return false;
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}
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const VkImageView sourceImageView =
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m_textureManager->GetOrCreateSampledViewAtMipLevel(*sourceTexture, srcBinding.mipLevel);
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MOBILEGL_ASSERT(sourceImageView != VK_NULL_HANDLE,
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"TryBlitToDefaultFramebufferWithShader: failed to create sampled view for textureId=%d mip=%u",
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sourceTexture->GetExternalIndex(), srcBinding.mipLevel);
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auto& renderPassEntry = m_renderPassManager->GetOrCreateRenderPass(drawFbo, m_imageIndexAcquired);
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const Bool ok = VkRenderPassManager::BeginRenderPass(frame.commandBuffer, renderPassEntry);
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@@ -1107,6 +1112,7 @@ void main() {
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.texture = sourceTexture.get(),
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.sampler = (filter == GL_LINEAR ? m_blitResources.linearSampler.get()
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: m_blitResources.nearestSampler.get()),
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.imageView = sourceImageView,
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};
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ProgramFactory::CompileOptionFlags blitTransformFlags = 0;
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const auto& blitProgramObj = m_programFactory->GetOrCreateProgram(*m_blitResources.program, blitTransformFlags);
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