On 2/17/22 00:13, Zebediah Figura wrote:
For the purposes of wined3d_cs_map_upload_bo().
That is, if a buffer was just created or just discarded [e.g. with wined3d_device_evict_managed_resources()], and then subsequently mapped with WINED3D_MAP_NOOVERWRITE, treat it as if it had been mapped with WINED3D_MAP_DISCARD instead, thus allowing the adapter_alloc_upload_bo callback to allocate a new buffer from the client thread.
Signed-off-by: Zebediah Figura zfigura@codeweavers.com
This was the source of a bunch of stalls in Grand Theft Auto V, although it's hard to measure a difference in performance.
Sorry, please ignore this one; it needs work...