[PATCH 5/6] wined3d: Use PBOs for dynamic volumes

Stefan Dösinger stefan at codeweavers.com
Fri Aug 23 06:54:18 CDT 2013


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Am 2013-08-23 12:29, schrieb Henri Verbeet:
> On 23 August 2013 12:04, Stefan Dösinger <stefan at codeweavers.com>
> wrote:
>> 
>> Am 23.08.2013 um 11:34 schrieb Henri Verbeet
>> <hverbeet at gmail.com>:
>>> Why does loading into a PBO require CPU access?
>> The only reason why we want to store a volume in a PBO is to map
>> it, which requires CPU access. If the volume doesn't allow CPU
>> access I don't see a reason to load it into a PBO.
>> 
> Yes, but that's more of a higher level policy and wouldn't hold
> for e.g. VBOs. You handle that by just not setting
> WINED3D_VFLAG_PBO for those volumes.
The rules for surfaces and volumes aren't applicable to buffers
anyway. A default pool buffer without D3DUSAGE_DYNAMIC is mappable for
example.

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