wined3d: Get rid of redundant DISCARD filtering.

Now that we handle DISCARD maps ourselves, this happens implicitly.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2020-12-04 18:15:34 +03:30 committed by Alexandre Julliard
parent 8b3cc57df0
commit 1044bc4a05
1 changed files with 0 additions and 24 deletions

View File

@ -32,7 +32,6 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define WINED3D_BUFFER_HASDESC 0x01 /* A vertex description has been found. */
#define WINED3D_BUFFER_USE_BO 0x02 /* Use a buffer object for this buffer. */
#define WINED3D_BUFFER_PIN_SYSMEM 0x04 /* Keep a system memory copy for this buffer. */
#define WINED3D_BUFFER_DISCARD 0x08 /* A DISCARD lock has occurred since the last preload. */
#define WINED3D_BUFFER_APPLESYNC 0x10 /* Using sync as in GL_APPLE_flush_buffer_range. */
#define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
@ -714,11 +713,6 @@ void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
return buffer->resource.parent;
}
static void buffer_mark_used(struct wined3d_buffer *buffer)
{
buffer->flags &= ~WINED3D_BUFFER_DISCARD;
}
/* Context activation is done by the caller. */
void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
const struct wined3d_state *state)
@ -738,8 +732,6 @@ void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *
WARN("Loading mapped buffer.\n");
}
buffer_mark_used(buffer);
/* TODO: Make converting independent from VBOs */
if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
{
@ -921,16 +913,6 @@ static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resourc
if (count == 1)
{
/* Filter redundant WINED3D_MAP_DISCARD maps. The 3DMark2001
* multitexture fill rate test seems to depend on this. When
* we map a buffer with GL_MAP_INVALIDATE_BUFFER_BIT, the
* driver is free to discard the previous contents of the
* buffer. The r600g driver only does this when the buffer is
* currently in use, while the proprietary NVIDIA driver
* appears to do this unconditionally. */
if (buffer->flags & WINED3D_BUFFER_DISCARD)
flags &= ~WINED3D_MAP_DISCARD;
addr.buffer_object = buffer->buffer_object;
addr.addr = 0;
buffer->map_ptr = wined3d_context_map_bo_address(context, &addr, resource->size, flags);
@ -962,9 +944,6 @@ static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resourc
context_release(context);
}
if (flags & WINED3D_MAP_DISCARD)
buffer->flags |= WINED3D_BUFFER_DISCARD;
}
base = buffer->map_ptr ? buffer->map_ptr : resource->heap_memory;
@ -1052,9 +1031,6 @@ void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_off
TRACE("dst_buffer %p, dst_offset %u, src_buffer %p, src_offset %u, size %u.\n",
dst_buffer, dst_offset, src_buffer, src_offset, size);
buffer_mark_used(dst_buffer);
buffer_mark_used(src_buffer);
dst_location = wined3d_buffer_get_memory(dst_buffer, &dst, dst_buffer->locations);
dst.addr += dst_offset;