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[d3d11] Always use VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT
We need to investigate why not doing this breaks shadows in Heaven.
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@ -13,7 +13,7 @@ namespace dxvk {
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DxvkImageCreateInfo imageInfo;
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DxvkImageCreateInfo imageInfo;
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imageInfo.type = GetImageTypeFromResourceDim(Dimension);
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imageInfo.type = GetImageTypeFromResourceDim(Dimension);
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imageInfo.format = formatInfo.format;
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imageInfo.format = formatInfo.format;
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imageInfo.flags = 0;
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imageInfo.flags = VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT;
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imageInfo.sampleCount = VK_SAMPLE_COUNT_1_BIT;
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imageInfo.sampleCount = VK_SAMPLE_COUNT_1_BIT;
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imageInfo.extent.width = m_desc.Width;
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imageInfo.extent.width = m_desc.Width;
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imageInfo.extent.height = m_desc.Height;
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imageInfo.extent.height = m_desc.Height;
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@ -60,9 +60,6 @@ namespace dxvk {
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| VK_ACCESS_SHADER_WRITE_BIT;
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| VK_ACCESS_SHADER_WRITE_BIT;
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}
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}
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if (formatInfo.flags.test(DxgiFormatFlag::Typeless))
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imageInfo.flags |= VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT;
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if (m_desc.MiscFlags & D3D11_RESOURCE_MISC_TEXTURECUBE)
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if (m_desc.MiscFlags & D3D11_RESOURCE_MISC_TEXTURECUBE)
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imageInfo.flags |= VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT;
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imageInfo.flags |= VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT;
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