wined3d: Do not upload data in buffer_create_buffer_object().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
451e137c1b
commit
a5f7aff3bb
|
@ -247,12 +247,7 @@ static BOOL buffer_create_buffer_object(struct wined3d_buffer *buffer, struct wi
|
|||
/* No setup is needed here for GL_ARB_map_buffer_range. */
|
||||
}
|
||||
|
||||
/* Reserve memory for the buffer. The amount of data won't change
|
||||
* so we are safe with calling glBufferData once and
|
||||
* calling glBufferSubData on updates. Upload the actual data in case
|
||||
* we're not double buffering, so we can release the heap mem afterwards.
|
||||
*/
|
||||
GL_EXTCALL(glBufferData(buffer->buffer_type_hint, buffer->resource.size, buffer->resource.heap_memory, gl_usage));
|
||||
GL_EXTCALL(glBufferData(buffer->buffer_type_hint, buffer->resource.size, NULL, gl_usage));
|
||||
error = gl_info->gl_ops.gl.p_glGetError();
|
||||
if (error != GL_NO_ERROR)
|
||||
{
|
||||
|
@ -261,11 +256,7 @@ static BOOL buffer_create_buffer_object(struct wined3d_buffer *buffer, struct wi
|
|||
}
|
||||
|
||||
buffer->buffer_object_usage = gl_usage;
|
||||
|
||||
if (buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
|
||||
buffer_invalidate_bo_range(buffer, 0, 0);
|
||||
else
|
||||
wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
|
||||
buffer_invalidate_bo_range(buffer, 0, 0);
|
||||
|
||||
return TRUE;
|
||||
|
||||
|
@ -915,9 +906,6 @@ void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *
|
|||
return;
|
||||
}
|
||||
|
||||
if (buffer->resource.heap_memory)
|
||||
wined3d_buffer_evict_sysmem(buffer);
|
||||
|
||||
/* Reading the declaration makes only sense if we have valid state information
|
||||
* (i.e., if this function is called during draws). */
|
||||
if (state)
|
||||
|
@ -995,17 +983,8 @@ void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *
|
|||
|
||||
if (!buffer->conversion_map)
|
||||
{
|
||||
/* That means that there is nothing to fixup. Just upload from
|
||||
* buffer->resource.heap_memory directly into the BO. Do not
|
||||
* free the system memory copy because drawPrimitive may need it if
|
||||
* the stride is 0, for instancing emulation, vertex blending
|
||||
* emulation or shader emulation. */
|
||||
TRACE("No conversion needed.\n");
|
||||
|
||||
/* Nothing to do because heap memory exists if the buffer is double buffer or has no BO at all. */
|
||||
if (!(buffer->flags & WINED3D_BUFFER_PIN_SYSMEM))
|
||||
return;
|
||||
|
||||
wined3d_buffer_upload_ranges(buffer, context, buffer->resource.heap_memory,
|
||||
buffer->modified_areas, buffer->maps);
|
||||
}
|
||||
|
@ -1014,6 +993,9 @@ void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *
|
|||
buffer_conversion_upload(buffer, context);
|
||||
}
|
||||
wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
|
||||
|
||||
if (buffer->resource.heap_memory)
|
||||
wined3d_buffer_evict_sysmem(buffer);
|
||||
}
|
||||
|
||||
struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
|
||||
|
|
Loading…
Reference in New Issue