From 7e7609cac0a0a184c84763ed1e1d54b154bea77e Mon Sep 17 00:00:00 2001
From: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Date: Fri, 20 Sep 2019 05:59:54 +0200
Subject: [PATCH] Revert "[d3d11] Don't create linearly tiled compressed
 images"

This reverts commit b8888ffe6a7d1a4cf95e1ea429bed4b41dc911dd.

This is no longer beneficial since initialization of a
linear image does not stall Map anymore.
---
 src/d3d11/d3d11_texture.cpp | 8 ++------
 1 file changed, 2 insertions(+), 6 deletions(-)

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)