4a1078b3deaa3888e84df2dda52353fe2e9d10e4
This PR will remove the filtering when gathering texels for HiZ. The algorithm that we follow doesn't use it, but had issues when implementing using textureGather where he mentioned that he needed to enable filtering. ``` I was experimenting with using texture gather lookups to reduce the number of texture fetches from 4-to-7 fetches per fragment down to 1-to-3 fetches per fragment (see the extension ARB_texture_gather) it seems that texture gather works only if the image is linearly sampled and to avoid the additional burden involved by switching filtering state during rendering I stuck to simple texture lookups as using texture gather lookups did not show any visible effect on the construction time of the Hi-Z map. ``` https://www.rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/ After testing we got identical results when turning off filtering. Turning off filtering allows supporting devices that don't support linear filtering on depth stencil texture (WoA) using the Vulkan backend. Pull Request: https://projects.blender.org/blender/blender/pulls/139868
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