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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
This commit is contained in:
Robin Kertels 2021-10-15 04:19:01 +02:00 committed by Joshie
parent 3e64e1b3f5
commit 01f633289b

View File

@ -4187,7 +4187,7 @@ namespace dxvk {
}
}
else {
physSlice = mappedBuffer->getSliceHandle();
physSlice = pResource->GetMappedSlice(Subresource);
if (!alloced || wasWrittenByGPU) {
if (unlikely(wasWrittenByGPU)) {