Module: wine Branch: master Commit: 12a05be5b6a081c957619e0e751a56dc28d5b423 URL: http://source.winehq.org/git/wine.git/?a=commit;h=12a05be5b6a081c957619e0e75...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Mon Apr 15 08:14:51 2013 +0200
wined3d: Use GL_STATIC_DRAW_ARB for static buffers.
This mostly affects the initial placement of the VBO. If an application really does use a static buffer as if it was a dynamic one the driver is likely to migrate it out of VRAM anyway, we shouldn't penalize more well-behaved applications for that.
---
dlls/wined3d/buffer.c | 15 ++++----------- 1 files changed, 4 insertions(+), 11 deletions(-)
diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c index e9a07a5..dc5b4d2 100644 --- a/dlls/wined3d/buffer.c +++ b/dlls/wined3d/buffer.c @@ -113,7 +113,8 @@ static void delete_gl_buffer(struct wined3d_buffer *This, const struct wined3d_g /* Context activation is done by the caller. */ static void buffer_create_buffer_object(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) { - GLenum error, gl_usage; + GLenum gl_usage = GL_STATIC_DRAW_ARB; + GLenum error;
TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n", This, debug_d3dusage(This->resource.usage)); @@ -149,12 +150,9 @@ static void buffer_create_buffer_object(struct wined3d_buffer *This, const struc goto fail; }
- /* Don't use static, because dx apps tend to update the buffer - * quite often even if they specify 0 usage. - */ - if(This->resource.usage & WINED3DUSAGE_DYNAMIC) + if (This->resource.usage & WINED3DUSAGE_DYNAMIC) { - TRACE("Gl usage = GL_STREAM_DRAW_ARB\n"); + TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n"); gl_usage = GL_STREAM_DRAW_ARB;
if(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE]) @@ -169,11 +167,6 @@ static void buffer_create_buffer_object(struct wined3d_buffer *This, const struc } /* No setup is needed here for GL_ARB_map_buffer_range */ } - else - { - TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n"); - gl_usage = GL_DYNAMIC_DRAW_ARB; - }
/* Reserve memory for the buffer. The amount of data won't change * so we are safe with calling glBufferData once and