wined3d: Give GL_ARB_map_buffer_range another try.
Nvidia's 270.xx.yy driver series fix the glMapBuffer alignment issues that caused major performance problems. If the user is using an older driver we now drop the VBO instead of using doublebuffered loading, which means that we fall back to the current behavior(no dynamic VBO) as needed. Dynamic VBOs are needed on Nvidia drivers for GL_ARB_instanced_arrays.
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@ -1212,8 +1212,7 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device
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TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
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debug_d3dformat(buffer->resource.format->id), buffer->resource.allocatedMemory, buffer);
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/* GL_ARB_map_buffer_range is disabled for now due to numerous bugs and no gains */
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dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE];
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dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE];
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/* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
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* drawStridedFast (half-life 2 and others).
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