From: Zebediah Figura zfigura@codeweavers.com
d3d maps of such resources will map the CPU copy, and uploads and downloads can use a staging BO.
This is the Vulkan equivalent of the previous commit, but has not been tested with Indivisible, since the latter is a d3d9 game, and the Vulkan backend currently does not support d3d9. --- dlls/wined3d/buffer.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c index 3a2263d109f..5158511b05f 100644 --- a/dlls/wined3d/buffer.c +++ b/dlls/wined3d/buffer.c @@ -1468,9 +1468,9 @@ VkMemoryPropertyFlags vk_memory_type_from_access_flags(uint32_t access, uint32_t { VkMemoryPropertyFlags memory_type = 0;
- if (access & WINED3D_RESOURCE_ACCESS_MAP_R) + if (!(access & WINED3D_RESOURCE_ACCESS_CPU) && (access & WINED3D_RESOURCE_ACCESS_MAP_R)) memory_type |= VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_CACHED_BIT; - else if (access & WINED3D_RESOURCE_ACCESS_MAP_W) + else if (!(access & WINED3D_RESOURCE_ACCESS_CPU) && (access & WINED3D_RESOURCE_ACCESS_MAP_W)) memory_type |= VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT; else if (!(usage & WINED3DUSAGE_DYNAMIC)) memory_type |= VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;