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Revert "[d3d11] Re-enable image mapping"

Still breaks games for unknown reasons.
This commit is contained in:
Philip Rebohle 2018-03-13 17:40:12 +01:00
parent ba2c4782b0
commit e6814332e7
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@ -148,7 +148,7 @@ namespace dxvk {
if (CPUAccessFlags & D3D11_CPU_ACCESS_READ) { if (CPUAccessFlags & D3D11_CPU_ACCESS_READ) {
pImageInfo->access |= VK_ACCESS_HOST_READ_BIT; pImageInfo->access |= VK_ACCESS_HOST_READ_BIT;
pImageInfo->tiling = VK_IMAGE_TILING_LINEAR; // pImageInfo->tiling = VK_IMAGE_TILING_LINEAR;
} }
} }
@ -169,17 +169,19 @@ namespace dxvk {
* \returns Image memory properties * \returns Image memory properties
*/ */
static VkMemoryPropertyFlags GetImageMemoryFlags(UINT CPUAccessFlags) { static VkMemoryPropertyFlags GetImageMemoryFlags(UINT CPUAccessFlags) {
if (CPUAccessFlags & D3D11_CPU_ACCESS_READ) { // FIXME investigate why image mapping breaks games
return VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
| VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
| VK_MEMORY_PROPERTY_HOST_CACHED_BIT;
} else {
// If only write access is required, we will emulate
// image mapping through a buffer. Some games ignore
// the row pitch when mapping images, which leads to
// incorrect rendering.
return VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT; return VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
} // if (CPUAccessFlags & D3D11_CPU_ACCESS_READ) {
// return VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
// | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
// | VK_MEMORY_PROPERTY_HOST_CACHED_BIT;
// } else {
// // If only write access is required, we will emulate
// // image mapping through a buffer. Some games ignore
// // the row pitch when mapping images, which leads to
// // incorrect rendering.
// return VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
// }
} }