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[d3d11] Always enable shaderStorageImageWriteWithoutFormat

We compile some compute shaders that need it in FL10/FL9 games.
This commit is contained in:
Philip Rebohle 2019-05-02 08:08:00 +02:00
parent e6eef1d1ec
commit 343818cf1c
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@ -1382,6 +1382,7 @@ namespace dxvk {
enabled.core.features.geometryShader = VK_TRUE;
enabled.core.features.robustBufferAccess = VK_TRUE;
enabled.core.features.shaderStorageImageExtendedFormats = VK_TRUE;
enabled.core.features.shaderStorageImageWriteWithoutFormat = VK_TRUE;
enabled.extMemoryPriority.memoryPriority = supported.extMemoryPriority.memoryPriority;
@ -1432,7 +1433,6 @@ namespace dxvk {
enabled.core.features.multiDrawIndirect = supported.core.features.multiDrawIndirect;
enabled.core.features.shaderFloat64 = supported.core.features.shaderFloat64;
enabled.core.features.shaderInt64 = supported.core.features.shaderInt64;
enabled.core.features.shaderStorageImageWriteWithoutFormat = VK_TRUE;
enabled.core.features.tessellationShader = VK_TRUE;
}