GPU/HW: Support SSBOs instead of texture buffers for VRAM writes
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@ -433,7 +433,7 @@ bool GPU_HW_D3D11::CompileShaders()
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return false;
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m_vram_write_pixel_shader =
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m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMWriteFragmentShader());
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m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMWriteFragmentShader(false));
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if (!m_vram_write_pixel_shader)
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return false;
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