[D3D12] Filtering between array texture layers
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@@ -423,6 +423,16 @@ void ParsedTextureFetchInstruction::Disassemble(StringBuffer* out) const {
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", AnisoFilter=%s",
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kAnisoFilterNames[static_cast<int>(attributes.aniso_filter)]);
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}
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if (attributes.vol_mag_filter != TextureFilter::kUseFetchConst) {
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out->AppendFormat(
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", VolMagFilter=%s",
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kTextureFilterNames[static_cast<int>(attributes.vol_mag_filter)]);
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}
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if (attributes.vol_min_filter != TextureFilter::kUseFetchConst) {
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out->AppendFormat(
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", VolMinFilter=%s",
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kTextureFilterNames[static_cast<int>(attributes.vol_min_filter)]);
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}
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if (!attributes.use_computed_lod) {
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out->Append(", UseComputedLOD=false");
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}
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