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