Refactor direct buffer storage to only create two backing buffers, for constant buffers and all other bindings.
This simplifies the logic used in retrieving the ID3D11Buffer.
TRAC #23844
Signed-off-by: Geoff Lang
Signed-off-by: Shannon Woods
diff --git a/src/libGLESv2/renderer/d3d11/InputLayoutCache.cpp b/src/libGLESv2/renderer/d3d11/InputLayoutCache.cpp
index 8bb8b7e..5e9ac56 100644
--- a/src/libGLESv2/renderer/d3d11/InputLayoutCache.cpp
+++ b/src/libGLESv2/renderer/d3d11/InputLayoutCache.cpp
@@ -117,7 +117,7 @@
ilKey.elements[ilKey.elementCount].desc.InstanceDataStepRate = attributes[i].divisor;
ilKey.elementCount++;
- vertexBuffers[i] = bufferStorage ? bufferStorage->getBuffer(GL_ARRAY_BUFFER) : vertexBuffer->getBuffer();
+ vertexBuffers[i] = bufferStorage ? bufferStorage->getBuffer(false) : vertexBuffer->getBuffer();
vertexBufferSerials[i] = bufferStorage ? bufferStorage->getSerial() : vertexBuffer->getSerial();
vertexStrides[i] = attributes[i].stride;
vertexOffsets[i] = attributes[i].offset;