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[d3d11] Fix usage and access flags for multisampled images
Meta-resolve operations will use the image in a fragment shader.
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@ -28,7 +28,7 @@ namespace dxvk {
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| VK_ACCESS_TRANSFER_WRITE_BIT;
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imageInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
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imageInfo.layout = VK_IMAGE_LAYOUT_GENERAL;
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DecodeSampleCount(m_desc.SampleDesc.Count, &imageInfo.sampleCount);
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// Typeless formats need the MUTABLE_FORMAT_BIT to be set
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@ -72,6 +72,13 @@ namespace dxvk {
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| VK_ACCESS_SHADER_WRITE_BIT;
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}
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// Access pattern for meta-resolve operations
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if (imageInfo.sampleCount != VK_SAMPLE_COUNT_1_BIT) {
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imageInfo.usage |= VK_IMAGE_USAGE_SAMPLED_BIT;
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imageInfo.stages |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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imageInfo.access |= VK_ACCESS_SHADER_READ_BIT;
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}
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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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