Stefan Dösinger : wined3d: Shadow buffers in sysmem when software vertexprocessing is used.
Module: wine Branch: master Commit: 151407e5bfbd393ed83526649e1b2a62878c7690 URL: http://source.winehq.org/git/wine.git/?a=commit;h=151407e5bfbd393ed83526649e... Author: Stefan Dösinger <stefan(a)codeweavers.com> Date: Tue Jan 15 14:03:18 2013 +0100 wined3d: Shadow buffers in sysmem when software vertexprocessing is used. --- dlls/wined3d/buffer.c | 9 +++++++++ 1 files changed, 9 insertions(+), 0 deletions(-) diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c index c8217e6..415b5e5 100644 --- a/dlls/wined3d/buffer.c +++ b/dlls/wined3d/buffer.c @@ -1207,6 +1207,15 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage, debug_d3dformat(buffer->resource.format->id), buffer->resource.allocatedMemory, buffer); + if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING) + { + /* SWvp always returns the same pointer in buffer maps and retains data in DISCARD maps. + * Keep a system memory copy of the buffer to provide the same behavior to the application. + * Still use a VBO to support OpenGL 3 core contexts. */ + TRACE("Using doublebuffer mode because of software vertex processing\n"); + buffer->flags |= WINED3D_BUFFER_DOUBLEBUFFER; + } + dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE]; /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
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Alexandre Julliard