On Tue Oct 11 10:58:30 2022 +0000, Henri Verbeet wrote:
I have a couple of thoughts on this:
- It seems desirable to use the same basic placement logic for OpenGL
and Vulkan.
- This series shouldn't affect the creation of staging bo's for texture
downloads. More broadly, vk_memory_type_from_access_flags() isn't used for textures, and e.g. the bo created by wined3d_texture_vk_prepare_buffer_object() will just use VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, which seems right.
Right, maybe it's fine, but to me it's not immediately clear what are the consequences for D3D11. It would be helpful to explain it in the commit message.