[PATCH 2/4] wined3d: Do not use double-buffered dynamic buffers

Henri Verbeet hverbeet at gmail.com
Tue Feb 28 06:05:36 CST 2012


On 28 February 2012 12:19, Stefan Dösinger <stefan at codeweavers.com> wrote:
> This is for bug 30019.
>
> They are a lot slower than using no VBO at all in at least some, if not all
> games. The reason for the slowdown is the memcpy call, not the buffer
> map.
I don't find this all that convincing either. My impression is that
the reason we have these kinds of problems is mostly that the buffer
conversion code is broken. I don't think there are legitimate cases
where not creating a VBO should improve performance.



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