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[d3d11] Don't set meta-resolve usage flags for depth buffers
Depth buffers cannot be resolved in D3D11. May improve performance on some hardware when MSAA is used.
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@ -53,8 +53,9 @@ namespace dxvk {
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bool isTypeless = formatInfo.Aspect == 0;
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bool isMutable = formatFamily.FormatCount > 1;
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bool isColorFormat = (formatProperties->aspectMask & VK_IMAGE_ASPECT_COLOR_BIT) != 0;
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if (isMutable && (formatProperties->aspectMask & VK_IMAGE_ASPECT_COLOR_BIT)) {
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if (isMutable && isColorFormat) {
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imageInfo.flags |= VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT;
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// Typeless UAV images have relaxed reinterpretation rules
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@ -100,7 +101,7 @@ namespace dxvk {
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}
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// Access pattern for meta-resolve operations
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if (imageInfo.sampleCount != VK_SAMPLE_COUNT_1_BIT) {
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if (imageInfo.sampleCount != VK_SAMPLE_COUNT_1_BIT && isColorFormat) {
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imageInfo.usage |= VK_IMAGE_USAGE_SAMPLED_BIT;
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imageInfo.stages |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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imageInfo.access |= VK_ACCESS_SHADER_READ_BIT;
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