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[d3d11] Always enable shaderStorageImageWriteWithoutFormat
We compile some compute shaders that need it in FL10/FL9 games.
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@ -1382,6 +1382,7 @@ namespace dxvk {
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enabled.core.features.geometryShader = VK_TRUE;
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enabled.core.features.robustBufferAccess = VK_TRUE;
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enabled.core.features.shaderStorageImageExtendedFormats = VK_TRUE;
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enabled.core.features.shaderStorageImageWriteWithoutFormat = VK_TRUE;
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enabled.extMemoryPriority.memoryPriority = supported.extMemoryPriority.memoryPriority;
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@ -1432,7 +1433,6 @@ namespace dxvk {
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enabled.core.features.multiDrawIndirect = supported.core.features.multiDrawIndirect;
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enabled.core.features.shaderFloat64 = supported.core.features.shaderFloat64;
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enabled.core.features.shaderInt64 = supported.core.features.shaderInt64;
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enabled.core.features.shaderStorageImageWriteWithoutFormat = VK_TRUE;
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enabled.core.features.tessellationShader = VK_TRUE;
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}
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