diff --git a/src/d3d11/d3d11_texture.cpp b/src/d3d11/d3d11_texture.cpp index 31a4958b..af6fcb5a 100644 --- a/src/d3d11/d3d11_texture.cpp +++ b/src/d3d11/d3d11_texture.cpp @@ -434,12 +434,6 @@ namespace dxvk { if (GetPackedDepthStencilFormat(m_desc.Format)) return D3D11_COMMON_TEXTURE_MAP_MODE_BUFFER; - // The only way to write to compressed textures on the GPU is by - // using copy commands, so we might as well copy to a buffer to - // prevent accidentally hitting a slow path if games misuse this. - if (imageFormatInfo(pImageInfo->format)->flags.test(DxvkFormatFlag::BlockCompressed)) - return D3D11_COMMON_TEXTURE_MAP_MODE_BUFFER; - // Images that can be read by the host should be mapped directly in // order to avoid expensive synchronization with the GPU. This does // however require linear tiling, which may not be supported for all @@ -525,6 +519,8 @@ namespace dxvk { } + + D3D11DXGISurface::D3D11DXGISurface( ID3D11Resource* pResource, D3D11CommonTexture* pTexture)