Implement pinned memory for ATI where buffer regions are slow

Stefan Dösinger stefandoesinger at
Wed Feb 20 12:01:49 CST 2013

Am 20.02.2013 um 14:11 schrieb Stanislaw Halik <sthalik at>:

> 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:
It's not necessarily the same issue. There are other things that can go wrong with dynamic buffers, e.g. the game not using DISCARD or NOOVERWRITE properly.

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