[d3d11] Fixed buffer usage flags

Shader resources and UAVs are always created as texel buffer
views rather than storage buffers or uniform buffers.
This commit is contained in:
Philip Rebohle 2017-12-28 16:35:07 +01:00
parent 410d3a86d9
commit 8592bb4b47
1 changed files with 2 additions and 4 deletions

View File

@ -87,8 +87,7 @@ namespace dxvk {
}
if (pDesc->BindFlags & D3D11_BIND_SHADER_RESOURCE) {
info.usage |= VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT
| VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT;
info.usage |= VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT;
info.stages |= m_device->GetEnabledShaderStages();
info.access |= VK_ACCESS_SHADER_READ_BIT;
}
@ -97,8 +96,7 @@ namespace dxvk {
throw DxvkError("D3D11Device::CreateBuffer: D3D11_BIND_STREAM_OUTPUT not supported");
if (pDesc->BindFlags & D3D11_BIND_UNORDERED_ACCESS) {
info.usage |= VK_BUFFER_USAGE_STORAGE_BUFFER_BIT
| VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT;
info.usage |= VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT;
info.stages |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT
| VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
info.access |= VK_ACCESS_SHADER_READ_BIT