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[d3d11] Use shaderStorageImageReadWithoutFormat for typed UAV loads
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@ -1367,9 +1367,11 @@ namespace dxvk {
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if (FeatureSupportDataSize != sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS2))
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return E_INVALIDARG;
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const auto& features = m_dxvkDevice->features();
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auto info = static_cast<D3D11_FEATURE_DATA_D3D11_OPTIONS2*>(pFeatureSupportData);
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info->PSSpecifiedStencilRefSupported = FALSE; // TODO
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info->TypedUAVLoadAdditionalFormats = FALSE; // TODO
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info->TypedUAVLoadAdditionalFormats = features.core.features.shaderStorageImageReadWithoutFormat;
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info->ROVsSupported = FALSE;
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info->ConservativeRasterizationTier = D3D11_CONSERVATIVE_RASTERIZATION_NOT_SUPPORTED;
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info->TiledResourcesTier = D3D11_TILED_RESOURCES_NOT_SUPPORTED;
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@ -1591,6 +1593,7 @@ 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.shaderStorageImageReadWithoutFormat = supported.core.features.shaderStorageImageReadWithoutFormat;
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enabled.core.features.tessellationShader = VK_TRUE;
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}
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