We don't typically need these to be in VRAM, and VRAM may not be mappable.
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/wined3d/buffer.c | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c index 6ff6a5b6cd0..dc32d97530a 100644 --- a/dlls/wined3d/buffer.c +++ b/dlls/wined3d/buffer.c @@ -1390,8 +1390,11 @@ 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_RENDER_TARGET | WINED3D_BIND_DEPTH_STENCIL)) FIXME("Ignoring some bind flags %#x.\n", bind_flags); - memory_type = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT - | VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT; + + memory_type = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT; + if (!(resource->usage & WINED3DUSAGE_DYNAMIC)) + memory_type |= VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT; + if (!(wined3d_context_vk_create_bo(context_vk, resource->size, usage, memory_type, &buffer_vk->bo))) { WARN("Failed to create Vulkan buffer.\n");