> At the same time, I haven't seen any evidence that a modern GPU will ever perform better with a vertex buffer not in sysmem unless it's using the streaming pattern
I guess it should perform better with a vidmem buffer if the buffer is holding static data and not locked after the initial upload.
Can you check D3DDEVICEDESC.dwMaxVertexCount on these cards? Regardless of what we do with these two patches I think we should reduce it to whatever Windows reports. (1024 in my case on Windows 11)
Conceptually the two patches have my blessing though, regardless of specifics of what PoP3D is doing.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/2404#note_68141
On Thu Apr 18 23:08:03 2024 +0000, Jinoh Kang wrote:
> @rbernon Thanks for your review! Right now I'm tentatively putting this
> MR on hold until I find a solution for a memory leak: a new (redundant)
> dependency edge is added every time the application calls
> `GetProcAddress()` on a forwarded ref.
Has the memory leak been fixed? 🫗️
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https://gitlab.winehq.org/wine/wine/-/merge_requests/7#note_68140
It may be worth including a call to GetVertexBufferDesc() in the tests. As Matteo mentioned in an earlier comment, the docs seem to suggest that omitting D3DVBCAPS_SYSTEMMEMORY allows the driver/runtime to place the buffer as it sees fit.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/2404#note_68109