D3D11: Use feature level to determine number of maximum compute bindings. Issue #1484.
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@ -1182,7 +1182,7 @@ namespace bgfx { namespace d3d11
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else
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{
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g_caps.limits.maxComputeBindings = bx::min(BGFX_MAX_COMPUTE_BINDINGS
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, 1 <= m_deviceInterfaceVersion
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, D3D_FEATURE_LEVEL_11_1 <= m_featureLevel
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? D3D11_1_UAV_SLOT_COUNT
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: D3D11_PS_CS_UAV_REGISTER_COUNT
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);
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