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[d3d9] Always use cached memory for texture mapping buffers
We read from that memory when uploading the texture. Fixes performance in Oblivion.
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@ -173,10 +173,8 @@ namespace dxvk {
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}
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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_mapMode == D3D9_COMMON_TEXTURE_MAP_MODE_SYSTEMMEM || IsManaged())
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memType |= VK_MEMORY_PROPERTY_HOST_CACHED_BIT;
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| VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
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| VK_MEMORY_PROPERTY_HOST_CACHED_BIT;
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m_buffers[Subresource] = m_device->GetDXVKDevice()->createBuffer(info, memType);
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m_mappedSlices[Subresource] = m_buffers[Subresource]->getSliceHandle();
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