From a5f7aff3bbfb54c07b5eb2cf3a72d0248a9cd50d Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Mon, 30 Jan 2017 13:04:38 +0100 Subject: [PATCH] wined3d: Do not upload data in buffer_create_buffer_object(). Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/wined3d/buffer.c | 28 +++++----------------------- 1 file changed, 5 insertions(+), 23 deletions(-) diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c index f0029b033a5..d95766723f3 100644 --- a/dlls/wined3d/buffer.c +++ b/dlls/wined3d/buffer.c @@ -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)