d3d11: Use SerialMap for mPendingMapBuffers

We can't ensure the enqueue serials of various buffers are in increasing
order, so SerialQueue shouldn't be used.

dawn:2357
Change-Id: I4e64be7fdd36228d1b39c59f3fa258e7f6cfd3d0
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/179900
Reviewed-by: Austin Eng <enga@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Jie A Chen <jie.a.chen@intel.com>
diff --git a/src/dawn/native/d3d11/QueueD3D11.h b/src/dawn/native/d3d11/QueueD3D11.h
index ca265c7..c20e72f 100644
--- a/src/dawn/native/d3d11/QueueD3D11.h
+++ b/src/dawn/native/d3d11/QueueD3D11.h
@@ -30,7 +30,6 @@
 
 #include "dawn/common/MutexProtected.h"
 #include "dawn/common/SerialMap.h"
-#include "dawn/common/SerialQueue.h"
 #include "dawn/native/SystemEvent.h"
 #include "dawn/native/d3d/QueueD3D.h"
 
@@ -95,7 +94,7 @@
     Ref<SharedFence> mSharedFence;
     MutexProtected<CommandRecordingContext, CommandRecordingContextGuard> mPendingCommands;
     std::atomic<bool> mPendingCommandsNeedSubmit = false;
-    SerialQueue<ExecutionSerial, Ref<Buffer>> mPendingMapBuffers;
+    SerialMap<ExecutionSerial, Ref<Buffer>> mPendingMapBuffers;
 };
 
 }  // namespace dawn::native::d3d11