D3D11Device: Add MAP_DISCARD fallback path for uniform streaming
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@ -107,7 +107,7 @@ public:
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ALWAYS_INLINE ID3D11ShaderResourceView* GetSRV() const { return m_srv.Get(); }
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ALWAYS_INLINE ID3D11ShaderResourceView* const* GetSRVArray() const { return m_srv.GetAddressOf(); }
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bool CreateBuffer(ID3D11Device* device);
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bool CreateBuffer();
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// Inherited via GPUTextureBuffer
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void* Map(u32 required_elements) override;
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