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[d3d9] Prefer GENERAL layout for read-only textures
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@ -501,27 +501,26 @@ namespace dxvk {
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| VK_IMAGE_USAGE_TRANSFER_SRC_BIT
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| VK_IMAGE_USAGE_ATTACHMENT_FEEDBACK_LOOP_BIT_EXT);
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// Storage images require GENERAL.
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if (Usage & VK_IMAGE_USAGE_STORAGE_BIT)
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return VK_IMAGE_LAYOUT_GENERAL;
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// Use GENERAL for non-renderable images to avoid layout transitions.
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if (Usage == VK_IMAGE_USAGE_SAMPLED_BIT)
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return VK_IMAGE_LAYOUT_GENERAL;
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// If the image is used only as an attachment, we never
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// have to transform the image back to a different layout
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// have to transform the image back to a different layout.
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if (Usage == VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT)
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return VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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if (Usage == VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)
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return VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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Usage &= ~(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT
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| VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);
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// If the image is used for reading but not as a storage
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// image, we can optimize the image for texture access
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if (Usage == VK_IMAGE_USAGE_SAMPLED_BIT) {
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return usageFlags & VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT
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? VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL
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: VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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}
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// Otherwise, we have to stick with the default layout
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return VK_IMAGE_LAYOUT_GENERAL;
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// Otherwise, pick a layout that can be used for reading.
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return usageFlags & VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT
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? VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL
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: VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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}
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D3D9_COMMON_TEXTURE_MAP_MODE D3D9CommonTexture::DetermineMapMode() const {
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