From d6e1c19fecfd8c1e87e6d1e9684ef48fda30fb43 Mon Sep 17 00:00:00 2001 From: Robin Kertels Date: Sat, 18 Apr 2020 17:12:20 +0200 Subject: [PATCH] [d3d11] Ignore buffer usage for the single use mapping hack The usage doesn't matter as we swap out the entire backing slice anyway. --- src/d3d11/d3d11_context_def.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/d3d11/d3d11_context_def.cpp b/src/d3d11/d3d11_context_def.cpp index 988ccddb8..b1fd6bdac 100644 --- a/src/d3d11/d3d11_context_def.cpp +++ b/src/d3d11/d3d11_context_def.cpp @@ -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.