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Revert "[d3d11] Re-enable image mapping"
Still breaks games for unknown reasons.
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@ -148,7 +148,7 @@ namespace dxvk {
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if (CPUAccessFlags & D3D11_CPU_ACCESS_READ) {
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pImageInfo->access |= VK_ACCESS_HOST_READ_BIT;
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pImageInfo->tiling = VK_IMAGE_TILING_LINEAR;
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// pImageInfo->tiling = VK_IMAGE_TILING_LINEAR;
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}
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}
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@ -169,17 +169,19 @@ namespace dxvk {
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* \returns Image memory properties
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*/
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static VkMemoryPropertyFlags GetImageMemoryFlags(UINT CPUAccessFlags) {
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if (CPUAccessFlags & D3D11_CPU_ACCESS_READ) {
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return VK_MEMORY_PROPERTY_HOST_VISIBLE_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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} else {
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// If only write access is required, we will emulate
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// image mapping through a buffer. Some games ignore
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// the row pitch when mapping images, which leads to
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// incorrect rendering.
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return VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
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}
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// FIXME investigate why image mapping breaks games
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return VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
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// if (CPUAccessFlags & D3D11_CPU_ACCESS_READ) {
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// return VK_MEMORY_PROPERTY_HOST_VISIBLE_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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// } else {
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// // If only write access is required, we will emulate
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// // image mapping through a buffer. Some games ignore
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// // the row pitch when mapping images, which leads to
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// // incorrect rendering.
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// return VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
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// }
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}
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