[PATCH] wined3d: Force VBOs to be GPU accessible.

Henri Verbeet hverbeet at gmail.com
Mon Oct 15 10:29:49 CDT 2018


On Mon, 15 Oct 2018 at 08:06, Andrew Wesie <awesie at gmail.com> wrote:
> +    /* We need vertex buffer objects in OpenGL core profiles. Force GPU access. */
> +    if (bind_flags & WINED3D_BIND_VERTEX_BUFFER)
> +        access |= WINED3D_RESOURCE_ACCESS_GPU;
I don't think that's correct. If anything, I think we should be
failing resource creation for resources with BIND_VERTEX_BUFFER
without RESOURCE_ACCESS_GPU. We have d3d11 tests to prove that, and
the only reason we currently don't reject these in wined3d is because
we already reject them in d3d11 instead.

>From the logs I've seen for this, one (45486) was using d3d9 with
software vertex processing, in which case we probably should either
just set RESOURCE_ACCESS_GPU on resources in the system memory pool,
or actually implement software vertex processing. The other (45279)
was using ddraw. I think it was using a TnLHalDevice, but in ddraw
often anything goes, except when it doesn't. The log from bug 45987
didn't contain the CreateDevice() flags.



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