Implement pinned memory for ATI where buffer regions are slow

Stanislaw Halik sthalik at
Wed Feb 20 07:11:53 CST 2013

On 2013-02-17 15:40, Stefan Dösinger wrote:
>> Why is it included for every mapping in the first place, even for programs who never need it?
> The problem isn't that glMapBufferRange is used for maps, but that we create a VBO for dynamic buffers instead of drawing from system memory.

Please see:

NVIDIA has this problem too, and with other games.

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