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[d3d11] Ignore buffer usage for the single use mapping hack

The usage doesn't matter as we swap out the entire backing slice anyway.
This commit is contained in:
Robin Kertels 2020-04-18 17:12:20 +02:00 committed by Philip Rebohle
parent 8c68236f70
commit d6e1c19fec

View File

@ -275,7 +275,7 @@ namespace dxvk {
pMapEntry->RowPitch = pBuffer->Desc()->ByteWidth;
pMapEntry->DepthPitch = pBuffer->Desc()->ByteWidth;
if (likely(pBuffer->Desc()->Usage == D3D11_USAGE_DYNAMIC && m_csFlags.test(DxvkCsChunkFlag::SingleUse))) {
if (likely(m_csFlags.test(DxvkCsChunkFlag::SingleUse))) {
// For resources that cannot be written by the GPU,
// we may write to the buffer resource directly and
// just swap in the buffer slice as needed.