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[d3d11] Remove allowMapFlagNoWait option
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@ -588,11 +588,6 @@ namespace dxvk {
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const Rc<DxvkResource>& Resource,
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D3D11_MAP MapType,
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UINT MapFlags) {
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// Some games might not work correctly when a map
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// fails with D3D11_MAP_FLAG_DO_NOT_WAIT set
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if (!m_parent->GetOptions()->allowMapFlagNoWait)
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MapFlags &= ~D3D11_MAP_FLAG_DO_NOT_WAIT;
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// Determine access type to wait for based on map mode
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DxvkAccess access = MapType == D3D11_MAP_READ
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? DxvkAccess::Write
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@ -7,7 +7,6 @@ namespace dxvk {
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D3D11Options::D3D11Options(const Config& config, const Rc<DxvkDevice>& device) {
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const DxvkDeviceInfo& devInfo = device->properties();
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this->allowMapFlagNoWait = config.getOption<bool>("d3d11.allowMapFlagNoWait", true);
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this->dcSingleUseMode = config.getOption<bool>("d3d11.dcSingleUseMode", true);
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this->strictDivision = config.getOption<bool>("d3d11.strictDivision", false);
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this->zeroInitWorkgroupMemory = config.getOption<bool>("d3d11.zeroInitWorkgroupMemory", false);
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@ -12,13 +12,6 @@ namespace dxvk {
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struct D3D11Options {
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D3D11Options(const Config& config, const Rc<DxvkDevice>& device);
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/// Handle D3D11_MAP_FLAG_DO_NOT_WAIT properly.
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///
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/// This can offer substantial speedups, but some games
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/// (The Witcher 3, Elder Scrolls Online, possibly others)
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/// seem to make incorrect assumptions about when a map
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/// operation succeeds when that flag is set.
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bool allowMapFlagNoWait;
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/// Enables speed hack for mapping on deferred contexts
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///
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