9d9d44e44b
Using a registry setting. Games sometimes use DEFAULT usage and no CPU access combined with UpdateSubresource() for often-changing constants, causing us to interrupt the render pass and transfer through a staging buffer on each update. In such cases forcing the buffers to be mappable greatly increases performance. Signed-off-by: Jan Sikorski <jsikorski@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org> |
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.. | ||
Makefile.in | ||
adapter_gl.c | ||
adapter_vk.c | ||
arb_program_shader.c | ||
ati_fragment_shader.c | ||
buffer.c | ||
context.c | ||
context_gl.c | ||
context_vk.c | ||
cs.c | ||
device.c | ||
directx.c | ||
gl_compat.c | ||
glsl_shader.c | ||
nvidia_texture_shader.c | ||
palette.c | ||
query.c | ||
resource.c | ||
sampler.c | ||
shader.c | ||
shader_sm1.c | ||
shader_sm4.c | ||
shader_spirv.c | ||
state.c | ||
stateblock.c | ||
surface.c | ||
swapchain.c | ||
texture.c | ||
utils.c | ||
version.rc | ||
vertexdeclaration.c | ||
view.c | ||
wined3d.spec | ||
wined3d_gl.h | ||
wined3d_main.c | ||
wined3d_private.h | ||
wined3d_vk.h |