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[d3d11] Allocate mapped buffers for staging images on cached memory
These will most likely be used for reading, so we should put them on a memory type which allows reading.
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@ -424,9 +424,13 @@ namespace dxvk {
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info.access = VK_ACCESS_TRANSFER_READ_BIT
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| VK_ACCESS_TRANSFER_WRITE_BIT;
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return m_device->GetDXVKDevice()->createBuffer(info,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT |
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VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
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VkMemoryPropertyFlags memType = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
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| VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
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if (m_desc.Usage == D3D11_USAGE_STAGING)
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memType |= VK_MEMORY_PROPERTY_HOST_CACHED_BIT;
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return m_device->GetDXVKDevice()->createBuffer(info, memType);
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}
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