wined3d: Rename WINED3D_BUFFER_DOUBLEBUFFER to WINED3D_BUFFER_PIN_SYSMEM.
For consistency with the texture code. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -31,7 +31,7 @@ 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_DOUBLEBUFFER 0x04 /* Keep both a buffer object and a system memory copy 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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@ -249,7 +249,7 @@ static BOOL buffer_create_buffer_object(struct wined3d_buffer *buffer, struct wi
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buffer->buffer_object_usage = gl_usage;
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if (buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER)
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if (buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
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{
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buffer_invalidate_bo_range(buffer, 0, 0);
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}
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@ -606,7 +606,7 @@ BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
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GL_EXTCALL(glGetBufferSubData(buffer->buffer_type_hint, 0, buffer->resource.size,
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buffer->resource.heap_memory));
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checkGLcall("buffer download");
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buffer->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
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buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
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break;
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case WINED3D_LOCATION_BUFFER:
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@ -669,8 +669,8 @@ static void buffer_unload(struct wined3d_resource *resource)
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/* Download the buffer, but don't permanently enable double buffering. */
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wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
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if (!(flags & WINED3D_BUFFER_DOUBLEBUFFER))
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buffer->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
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if (!(flags & WINED3D_BUFFER_PIN_SYSMEM))
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buffer->flags &= ~WINED3D_BUFFER_PIN_SYSMEM;
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wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER);
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buffer_destroy_buffer_object(buffer, context);
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@ -989,7 +989,7 @@ void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *
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TRACE("No conversion needed.\n");
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/* Nothing to do because heap memory exists if the buffer is double buffer or has no BO at all. */
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if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
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if (!(buffer->flags & WINED3D_BUFFER_PIN_SYSMEM))
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return;
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wined3d_buffer_upload_ranges(buffer, context, buffer->resource.heap_memory,
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@ -1042,7 +1042,7 @@ static HRESULT wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UI
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dirty_size = 0;
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}
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if (buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER)
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if (buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
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{
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if (!(buffer->locations & WINED3D_LOCATION_SYSMEM))
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{
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@ -1149,7 +1149,7 @@ static void wined3d_buffer_unmap(struct wined3d_buffer *buffer)
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return;
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}
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if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER) && buffer->buffer_object)
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if (!(buffer->flags & WINED3D_BUFFER_PIN_SYSMEM) && buffer->buffer_object)
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{
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struct wined3d_device *device = buffer->resource.device;
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const struct wined3d_gl_info *gl_info;
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@ -1420,7 +1420,7 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device
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* maps and retain data in DISCARD maps. Keep a system memory copy of
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* the buffer to provide the same behavior to the application. */
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TRACE("Using doublebuffer mode.\n");
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buffer->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
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buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
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}
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/* Observations show that draw_primitive_immediate_mode() is faster on
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