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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.
This commit is contained in:
Philip Rebohle 2018-11-10 11:32:37 +01:00
parent 504de3994b
commit 05856e836b
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GPG Key ID: C8CC613427A31C99
2 changed files with 0 additions and 2 deletions

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@ -1471,7 +1471,6 @@ namespace dxvk {
enabled.core.features.tessellationShader = VK_TRUE; enabled.core.features.tessellationShader = VK_TRUE;
// TODO enable unconditionally once RADV gains support // TODO enable unconditionally once RADV gains support
enabled.core.features.shaderStorageImageMultisample = supported.core.features.shaderStorageImageMultisample; enabled.core.features.shaderStorageImageMultisample = supported.core.features.shaderStorageImageMultisample;
enabled.core.features.shaderStorageImageReadWithoutFormat = supported.core.features.shaderStorageImageReadWithoutFormat;
enabled.core.features.shaderStorageImageWriteWithoutFormat = VK_TRUE; enabled.core.features.shaderStorageImageWriteWithoutFormat = VK_TRUE;
} }

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@ -9,7 +9,6 @@ namespace dxvk {
DxbcOptions(const Rc<DxvkDevice>& device); DxbcOptions(const Rc<DxvkDevice>& device);
/// Use the ShaderImageReadWithoutFormat capability. /// Use the ShaderImageReadWithoutFormat capability.
/// Enabled by default on GPUs which support this.
bool useStorageImageReadWithoutFormat = false; bool useStorageImageReadWithoutFormat = false;
/// Defer kill operation to the end of the shader. /// Defer kill operation to the end of the shader.