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Revert "[d3d11] Don't create linearly tiled compressed images"

This reverts commit b8888ffe6a7d1a4cf95e1ea429bed4b41dc911dd.

This is no longer beneficial since initialization of a
linear image does not stall Map anymore.
This commit is contained in:
Philip Rebohle 2019-09-20 05:59:54 +02:00
parent e82c87dc52
commit 7e7609cac0
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@ -434,12 +434,6 @@ namespace dxvk {
if (GetPackedDepthStencilFormat(m_desc.Format))
return D3D11_COMMON_TEXTURE_MAP_MODE_BUFFER;
// The only way to write to compressed textures on the GPU is by
// using copy commands, so we might as well copy to a buffer to
// prevent accidentally hitting a slow path if games misuse this.
if (imageFormatInfo(pImageInfo->format)->flags.test(DxvkFormatFlag::BlockCompressed))
return D3D11_COMMON_TEXTURE_MAP_MODE_BUFFER;
// Images that can be read by the host should be mapped directly in
// order to avoid expensive synchronization with the GPU. This does
// however require linear tiling, which may not be supported for all
@ -525,6 +519,8 @@ namespace dxvk {
}
D3D11DXGISurface::D3D11DXGISurface(
ID3D11Resource* pResource,
D3D11CommonTexture* pTexture)