Fix rendering on devices that don't support MapOnDefaultTextures (#37456)
Closes #37231 Release Notes: - N/A
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@@ -1253,7 +1253,7 @@ impl GlyphLayerTexture {
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},
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Usage: D3D11_USAGE_DEFAULT,
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BindFlags: D3D11_BIND_SHADER_RESOURCE.0 as u32,
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CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
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CPUAccessFlags: 0,
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MiscFlags: 0,
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};
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@@ -3,9 +3,8 @@ use etagere::BucketedAtlasAllocator;
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use parking_lot::Mutex;
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use windows::Win32::Graphics::{
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Direct3D11::{
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D3D11_BIND_SHADER_RESOURCE, D3D11_BOX, D3D11_CPU_ACCESS_WRITE, D3D11_TEXTURE2D_DESC,
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D3D11_USAGE_DEFAULT, ID3D11Device, ID3D11DeviceContext, ID3D11ShaderResourceView,
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ID3D11Texture2D,
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D3D11_BIND_SHADER_RESOURCE, D3D11_BOX, D3D11_TEXTURE2D_DESC, D3D11_USAGE_DEFAULT,
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ID3D11Device, ID3D11DeviceContext, ID3D11ShaderResourceView, ID3D11Texture2D,
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},
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Dxgi::Common::*,
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};
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@@ -189,7 +188,7 @@ impl DirectXAtlasState {
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},
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Usage: D3D11_USAGE_DEFAULT,
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BindFlags: bind_flag.0 as u32,
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CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
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CPUAccessFlags: 0,
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MiscFlags: 0,
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};
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let mut texture: Option<ID3D11Texture2D> = None;
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