diff --git a/src/d3d11/d3d11_device.cpp b/src/d3d11/d3d11_device.cpp index f58cc02cb..b576143e2 100644 --- a/src/d3d11/d3d11_device.cpp +++ b/src/d3d11/d3d11_device.cpp @@ -413,9 +413,6 @@ namespace dxvk { viewInfo.numLevels = desc.Texture2D.MipLevels; viewInfo.minLayer = 0; viewInfo.numLayers = 1; - - if (m_dxbcOptions.test(DxbcOption::ForceTex2DArray)) - viewInfo.type = VK_IMAGE_VIEW_TYPE_2D_ARRAY; break; case D3D11_SRV_DIMENSION_TEXTURE2DARRAY: @@ -432,9 +429,6 @@ namespace dxvk { viewInfo.numLevels = 1; viewInfo.minLayer = 0; viewInfo.numLayers = 1; - - if (m_dxbcOptions.test(DxbcOption::ForceTex2DArray)) - viewInfo.type = VK_IMAGE_VIEW_TYPE_2D_ARRAY; break; case D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY: @@ -624,9 +618,6 @@ namespace dxvk { viewInfo.numLevels = 1; viewInfo.minLayer = 0; viewInfo.numLayers = 1; - - if (m_dxbcOptions.test(DxbcOption::ForceTex2DArray)) - viewInfo.type = VK_IMAGE_VIEW_TYPE_2D_ARRAY; break; case D3D11_UAV_DIMENSION_TEXTURE2DARRAY: diff --git a/src/dxbc/dxbc_compiler.cpp b/src/dxbc/dxbc_compiler.cpp index 73c7bba17..f3c3b8bf6 100644 --- a/src/dxbc/dxbc_compiler.cpp +++ b/src/dxbc/dxbc_compiler.cpp @@ -6290,11 +6290,6 @@ namespace dxvk { } }(); - if (typeInfo.dim == spv::Dim2D && m_options.test(DxbcOption::ForceTex2DArray)) { - typeInfo.array = 1; - typeInfo.vtype = VK_IMAGE_VIEW_TYPE_2D_ARRAY; - } - return typeInfo; } diff --git a/src/dxbc/dxbc_options.cpp b/src/dxbc/dxbc_options.cpp index 22b925b7b..6ccfd5656 100644 --- a/src/dxbc/dxbc_options.cpp +++ b/src/dxbc/dxbc_options.cpp @@ -5,8 +5,7 @@ namespace dxvk { const static std::unordered_map g_dxbcAppOptions = {{ - { "Dishonored2.exe", DxbcOptions(DxbcOption::ForceTex2DArray) }, - { "ManiaPlanet.exe", DxbcOptions(DxbcOption::ForceTex2DArray) }, + }}; diff --git a/src/dxbc/dxbc_options.h b/src/dxbc/dxbc_options.h index abe295217..1a8e575c6 100644 --- a/src/dxbc/dxbc_options.h +++ b/src/dxbc/dxbc_options.h @@ -17,11 +17,6 @@ namespace dxvk { /// Use FMin/FMax/FClamp instead of NMin/NMax/NClamp. /// Workaround for bugs in older Nvidia drivers. UseSimpleMinMaxClamp, - - /// Enforces the use of array views even when dealing - /// with non-array texture types. Some games do not - /// bind the correct texture type to the pipeline. - ForceTex2DArray, }; using DxbcOptions = Flags;