wined3d: Fix doublebuffer mode trace.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1308,10 +1308,10 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device
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if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING || pool == WINED3D_POOL_MANAGED)
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if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING || pool == WINED3D_POOL_MANAGED)
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{
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{
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/* SWvp always returns the same pointer in buffer maps and retains data in DISCARD maps.
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/* SWvp and managed buffers always return the same pointer in buffer
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* Keep a system memory copy of the buffer to provide the same behavior to the application.
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* maps and retain data in DISCARD maps. Keep a system memory copy of
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* Still use a VBO to support OpenGL 3 core contexts. */
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* the buffer to provide the same behavior to the application. */
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TRACE("Using doublebuffer mode because of software vertex processing.\n");
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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_DOUBLEBUFFER;
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}
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}
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