wined3d: Evict system memory for dynamic buffers on the first WINED3D_MAP_DISCARD map.
Mostly to avoid making things worse for applications that map dynamic buffers without WINED3D_MAP_DISCARD/WINED3D_MAP_NOOVERWRITE. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -994,8 +994,9 @@ void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *
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}
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wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
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if (buffer->resource.heap_memory)
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if (buffer->resource.heap_memory && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
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wined3d_buffer_evict_sysmem(buffer);
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}
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struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
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@ -1055,6 +1056,9 @@ static HRESULT wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UI
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if (!(flags & WINED3D_MAP_READONLY))
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buffer_invalidate_bo_range(buffer, dirty_offset, dirty_size);
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if ((flags & WINED3D_MAP_DISCARD) && buffer->resource.heap_memory)
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wined3d_buffer_evict_sysmem(buffer);
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if (count == 1)
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{
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const struct wined3d_gl_info *gl_info;
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