[PATCH 2/6] wined3d: Introduce WINED3DUSAGE_MANAGED.

Stefan Dösinger stefandoesinger at gmail.com
Sat Oct 27 08:44:35 CDT 2018



> Am 27.10.2018 um 14:48 schrieb Henri Verbeet <hverbeet at gmail.com>:
> 
> As for the point you raise about map synchronisation, an implication
> of the above would be that mapping SYSTEMMEMORY buffers never blocks,
> beyond perhaps the draw-time upload.
From what I have seen in real games (e.g. World of Warcraft, Call of Duty Modern Warfare 2) textures are probably more interesting here than buffers. Both games use UpdateTexture with sysmem, D3DUSAGE_DYNAMIC source textures that they later map with DISCARD. When I worked on the command stream I honored that DISCARD flag, but I never wrote tests to show that it is correct to do so.
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