Add more D3D11 buffer usages.

Works around performance regressions when index and vertex buffer bind flags are used on the same buffer.

Change-Id: I28bc0d3147c6bd70cec507f20e41d97ec4cc45a5
Reviewed-on: https://chromium-review.googlesource.com/181911
Tested-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
diff --git a/src/libGLESv2/renderer/d3d11/InputLayoutCache.cpp b/src/libGLESv2/renderer/d3d11/InputLayoutCache.cpp
index 5e9ac56..75f74d6 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(false) : vertexBuffer->getBuffer();
+            vertexBuffers[i] = bufferStorage ? bufferStorage->getBuffer(BUFFER_USAGE_VERTEX) : vertexBuffer->getBuffer();
             vertexBufferSerials[i] = bufferStorage ? bufferStorage->getSerial() : vertexBuffer->getSerial();
             vertexStrides[i] = attributes[i].stride;
             vertexOffsets[i] = attributes[i].offset;