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:
Henri Verbeet 2017-01-30 13:04:38 +01:00 committed by Alexandre Julliard
parent 451e137c1b
commit a5f7aff3bb
1 changed files with 5 additions and 23 deletions

View File

@ -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)