We may get coherent memory anyway, but we don't require it.
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/wined3d/buffer.c | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c index 47aca9218d7..2e2ae239210 100644 --- a/dlls/wined3d/buffer.c +++ b/dlls/wined3d/buffer.c @@ -1589,9 +1589,8 @@ static BOOL wined3d_buffer_vk_create_buffer_object(struct wined3d_buffer_vk *buf usage |= VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT; if (bind_flags & (WINED3D_BIND_STREAM_OUTPUT | WINED3D_BIND_RENDER_TARGET | WINED3D_BIND_DEPTH_STENCIL)) FIXME("Ignoring some bind flags %#x.\n", bind_flags); - memory_type = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT - | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT - | VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT; + memory_type = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT + | VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT; if (!(wined3d_context_vk_create_bo(context_vk, resource->size, usage, memory_type, &buffer_vk->bo))) { WARN("Failed to create Vulkan buffer.\n");