wined3d: Use unsynchronized buffer updates only if there has been at least one buffer map.
Fixes bc019fcbbd
. We cannot use
unsynchronized updates when the application haven't called map at all.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
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c259854a0a
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@ -34,7 +34,8 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define WINED3D_BUFFER_DOUBLEBUFFER 0x04 /* Keep both a buffer object and a system memory copy for this buffer. */
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#define WINED3D_BUFFER_DISCARD 0x08 /* A DISCARD lock has occurred since the last preload. */
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#define WINED3D_BUFFER_SYNC 0x10 /* There has been at least one synchronized map since the last preload. */
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#define WINED3D_BUFFER_APPLESYNC 0x20 /* Using sync as in GL_APPLE_flush_buffer_range. */
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#define WINED3D_BUFFER_MAP 0x20 /* There has been at least one map since the last preload. */
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#define WINED3D_BUFFER_APPLESYNC 0x40 /* Using sync as in GL_APPLE_flush_buffer_range. */
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#define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
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#define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
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@ -818,7 +819,7 @@ static void buffer_direct_upload(struct wined3d_buffer *This, struct wined3d_con
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mapflags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
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if (flags & WINED3D_BUFFER_DISCARD)
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mapflags |= GL_MAP_INVALIDATE_BUFFER_BIT;
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else if (!(flags & WINED3D_BUFFER_SYNC))
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else if (flags & WINED3D_BUFFER_MAP && !(flags & WINED3D_BUFFER_SYNC))
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mapflags |= GL_MAP_UNSYNCHRONIZED_BIT;
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map = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
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This->resource.size, mapflags));
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@ -831,7 +832,7 @@ static void buffer_direct_upload(struct wined3d_buffer *This, struct wined3d_con
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DWORD syncflags = 0;
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if (flags & WINED3D_BUFFER_DISCARD)
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syncflags |= WINED3D_MAP_DISCARD;
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else if (!(flags & WINED3D_BUFFER_SYNC))
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else if (flags & WINED3D_BUFFER_MAP && !(flags & WINED3D_BUFFER_SYNC))
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syncflags |= WINED3D_MAP_NOOVERWRITE;
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buffer_sync_apple(This, syncflags, gl_info);
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}
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@ -929,14 +930,14 @@ static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined
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void buffer_mark_used(struct wined3d_buffer *buffer)
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{
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buffer->flags &= ~(WINED3D_BUFFER_SYNC | WINED3D_BUFFER_DISCARD);
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buffer->flags &= ~(WINED3D_BUFFER_MAP | WINED3D_BUFFER_SYNC | WINED3D_BUFFER_DISCARD);
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}
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/* Context activation is done by the caller. */
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void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
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const struct wined3d_state *state)
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{
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DWORD flags = buffer->flags & (WINED3D_BUFFER_SYNC | WINED3D_BUFFER_DISCARD);
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DWORD flags = buffer->flags & (WINED3D_BUFFER_MAP | WINED3D_BUFFER_SYNC | WINED3D_BUFFER_DISCARD);
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const struct wined3d_gl_info *gl_info = context->gl_info;
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BOOL decl_changed = FALSE;
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@ -1011,7 +1012,7 @@ void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *
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/* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
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* cleared for unsynchronized updates.
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*/
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flags = WINED3D_BUFFER_SYNC;
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flags = 0;
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}
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else
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{
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@ -1171,6 +1172,7 @@ static HRESULT wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UI
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}
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}
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buffer->flags |= WINED3D_BUFFER_MAP;
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if (flags & WINED3D_MAP_DISCARD)
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buffer->flags |= WINED3D_BUFFER_DISCARD;
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else if (!(flags & WINED3D_MAP_NOOVERWRITE))
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