diff --git a/src/d3d11/d3d11_texture.cpp b/src/d3d11/d3d11_texture.cpp index 7a193ed9..9b159445 100644 --- a/src/d3d11/d3d11_texture.cpp +++ b/src/d3d11/d3d11_texture.cpp @@ -148,7 +148,7 @@ namespace dxvk { if (CPUAccessFlags & D3D11_CPU_ACCESS_READ) { pImageInfo->access |= VK_ACCESS_HOST_READ_BIT; - pImageInfo->tiling = VK_IMAGE_TILING_LINEAR; +// pImageInfo->tiling = VK_IMAGE_TILING_LINEAR; } } @@ -169,17 +169,19 @@ namespace dxvk { * \returns Image memory properties */ static VkMemoryPropertyFlags GetImageMemoryFlags(UINT CPUAccessFlags) { - if (CPUAccessFlags & D3D11_CPU_ACCESS_READ) { - return VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT - | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT - | VK_MEMORY_PROPERTY_HOST_CACHED_BIT; - } else { - // If only write access is required, we will emulate - // image mapping through a buffer. Some games ignore - // the row pitch when mapping images, which leads to - // incorrect rendering. - return VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT; - } + // FIXME investigate why image mapping breaks games + return VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT; +// if (CPUAccessFlags & D3D11_CPU_ACCESS_READ) { +// return VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT +// | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT +// | VK_MEMORY_PROPERTY_HOST_CACHED_BIT; +// } else { +// // If only write access is required, we will emulate +// // image mapping through a buffer. Some games ignore +// // the row pitch when mapping images, which leads to +// // incorrect rendering. +// return VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT; +// } }