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[d3d11] Don't enable StorageImageReadWithoutFormat feature for FL11_0
We don't really need this, although it might be useful in the future.
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@ -1471,7 +1471,6 @@ namespace dxvk {
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enabled.core.features.tessellationShader = VK_TRUE;
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enabled.core.features.tessellationShader = VK_TRUE;
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// TODO enable unconditionally once RADV gains support
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// TODO enable unconditionally once RADV gains support
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enabled.core.features.shaderStorageImageMultisample = supported.core.features.shaderStorageImageMultisample;
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enabled.core.features.shaderStorageImageMultisample = supported.core.features.shaderStorageImageMultisample;
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enabled.core.features.shaderStorageImageReadWithoutFormat = supported.core.features.shaderStorageImageReadWithoutFormat;
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enabled.core.features.shaderStorageImageWriteWithoutFormat = VK_TRUE;
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enabled.core.features.shaderStorageImageWriteWithoutFormat = VK_TRUE;
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}
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}
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@ -9,7 +9,6 @@ namespace dxvk {
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DxbcOptions(const Rc<DxvkDevice>& device);
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DxbcOptions(const Rc<DxvkDevice>& device);
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/// Use the ShaderImageReadWithoutFormat capability.
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/// Use the ShaderImageReadWithoutFormat capability.
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/// Enabled by default on GPUs which support this.
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bool useStorageImageReadWithoutFormat = false;
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bool useStorageImageReadWithoutFormat = false;
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/// Defer kill operation to the end of the shader.
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/// Defer kill operation to the end of the shader.
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