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[d3d9] Use mapped slice when locking POOL_DEFAULT textures
Fixes an issue where the game would end up using the wrong buffer slice if it previously mapped the same texture with DISCARD. Fixes #2329
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@ -4187,7 +4187,7 @@ namespace dxvk {
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}
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}
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}
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}
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else {
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else {
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physSlice = mappedBuffer->getSliceHandle();
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physSlice = pResource->GetMappedSlice(Subresource);
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if (!alloced || wasWrittenByGPU) {
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if (!alloced || wasWrittenByGPU) {
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if (unlikely(wasWrittenByGPU)) {
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if (unlikely(wasWrittenByGPU)) {
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