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Revert "[d3d9] Only use direct buffer mapping for DYNAMIC buffers"
This reverts commit 1850819483
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@ -67,7 +67,11 @@ namespace dxvk {
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if (m_desc.Pool != D3DPOOL_DEFAULT)
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return D3D9_COMMON_BUFFER_MAP_MODE_BUFFER;
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if (!(m_desc.Usage & D3DUSAGE_DYNAMIC))
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// CSGO keeps vertex buffers locked across multiple frames and writes to it. It uses them for drawing without unlocking first.
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// Tests show that D3D9 DEFAULT + USAGE_DYNAMIC behaves like a directly mapped buffer even when unlocked.
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// DEFAULT + WRITEONLY does not behave like a directly mapped buffer EXCEPT if its locked at the moment.
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// That's annoying to implement so we just always directly map DEFAULT + WRITEONLY.
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if (!(m_desc.Usage & (D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY)))
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return D3D9_COMMON_BUFFER_MAP_MODE_BUFFER;
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// Tests show that DISCARD does not work for pure SWVP devices.
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