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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.
This commit is contained in:
Robin Kertels 2021-07-08 22:41:06 +02:00 committed by Joshie
parent c7f8267f98
commit 9f0775b1ac

View File

@ -173,10 +173,8 @@ namespace dxvk {
}
VkMemoryPropertyFlags memType = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
| VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
if (m_mapMode == D3D9_COMMON_TEXTURE_MAP_MODE_SYSTEMMEM || IsManaged())
memType |= VK_MEMORY_PROPERTY_HOST_CACHED_BIT;
| VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
| VK_MEMORY_PROPERTY_HOST_CACHED_BIT;
m_buffers[Subresource] = m_device->GetDXVKDevice()->createBuffer(info, memType);
m_mappedSlices[Subresource] = m_buffers[Subresource]->getSliceHandle();