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