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Adds a storage check for resolve PBR shader
We need to check for storage support because we outpout result into a storage. Note: it seems we might have a bug inside GL backend or inside Mesa drivers which prevents us from running resolve on compute.
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@@ -215,7 +215,7 @@ void CPostprocManager::InitializePBR()
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LOGWARNING("%s is unsupported", framebufferFormatName);
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}
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if (m_Device->GetCapabilities().computeShaders)
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if (m_Device->GetCapabilities().computeShaders && m_Device->GetCapabilities().storage)
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{
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m_ResolvePBRComputeTech = g_Renderer.GetShaderManager().LoadEffect(str_compute_resolve_pbr);
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if (m_ResolvePBRComputeTech)
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