In D3D11, map-discard is reserved for DYNAMIC usage buffer, which are resources that live on the GPU. Staging buffers don't have the notion of map-discard, and using them with discard gives a D3D11 error. This patch fixes crashes in dEQP buffer.map.write.invalidate. BUG=angle:587 Change-Id: Ie225e72d4e226c69e73826c9fb67bbb940bbc466 Reviewed-on: https://chromium-review.googlesource.com/190072Reviewed-by:Geoff Lang <geofflang@chromium.org> Reviewed-by:
Shannon Woods <shannonwoods@chromium.org> Tested-by:
Jamie Madill <jmadill@chromium.org>
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| BufferStorage.cpp | Loading commit data... | |
| BufferStorage.h | Loading commit data... | |
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| Renderer.cpp | Loading commit data... | |
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| TextureStorage.cpp | Loading commit data... | |
| TextureStorage.h | Loading commit data... | |
| VertexBuffer.cpp | Loading commit data... | |
| VertexBuffer.h | Loading commit data... | |
| VertexDataManager.cpp | Loading commit data... | |
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