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[d3d11] Fix incomplete usage mask for buffer UAVs
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@ -135,8 +135,7 @@ namespace dxvk {
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if (pDesc->BindFlags & D3D11_BIND_UNORDERED_ACCESS) {
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info.usage |= VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT;
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info.stages |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT
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| VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
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info.stages |= m_device->GetEnabledShaderStages();
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info.access |= VK_ACCESS_SHADER_READ_BIT
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| VK_ACCESS_SHADER_WRITE_BIT;
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}
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@ -171,10 +170,7 @@ namespace dxvk {
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// AMD cards have a device-local, host-visible memory type where
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// we can put dynamic resources that need fast access by the GPU
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if ((pDesc->Usage == D3D11_USAGE_DYNAMIC) && (pDesc->BindFlags & (
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D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_INDEX_BUFFER |
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D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS |
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D3D11_BIND_CONSTANT_BUFFER)))
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if (pDesc->Usage == D3D11_USAGE_DYNAMIC && pDesc->BindFlags)
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memoryFlags |= VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
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return m_device->GetDXVKDevice()->createBuffer(info, memoryFlags);
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