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vkd3d: Allocate memory for resource if heap memory cannot be used.
Anvil has additional restrictions for index and vertex buffers. Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1121,9 +1121,10 @@ static HRESULT vkd3d_bind_heap_memory(struct d3d12_device *device,
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if (!(requirements.memoryTypeBits & (1u << heap->vk_memory_type)))
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if (!(requirements.memoryTypeBits & (1u << heap->vk_memory_type)))
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{
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{
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FIXME("Memory type %u cannot be bound to resource %p (allowed types %#x).\n",
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FIXME("Memory type %u cannot be bound to resource %p (allowed types %#x), "
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"allocating device memory.\n",
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heap->vk_memory_type, resource, requirements.memoryTypeBits);
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heap->vk_memory_type, resource, requirements.memoryTypeBits);
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return E_NOTIMPL;
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return vkd3d_allocate_resource_memory(device, resource, &heap->desc.Properties, heap->desc.Flags);
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}
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}
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if (d3d12_resource_is_buffer(resource))
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if (d3d12_resource_is_buffer(resource))
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