[PATCH v2 1/5] d3d9: Don't upload unused system memory vertex buffers.

Matteo Bruni matteo.mystral at gmail.com
Tue Feb 26 11:46:14 CST 2019

On Tue, Feb 26, 2019 at 6:07 PM Matteo Bruni <matteo.mystral at gmail.com> wrote:
> On Tue, Feb 26, 2019 at 4:54 PM Henri Verbeet <hverbeet at gmail.com> wrote:
> >
> > On Mon, 25 Feb 2019 at 21:31, Matteo Bruni <mbruni at codeweavers.com> wrote:
> > > +    /* Make sure to only upload buffers that are used by the current draw:
> > > +     * released buffers might still be bound as stream sources. */
> > Thinking about it some more, does this really solve the issue? In
> > particular, what about the case where the buffer is released, but also
> > referenced by the vertex declaration? Shouldn't we just delay
> > releasing the wined3d system memory buffer until
> > wined3d_object_destroyed()?
> I'll write a test for that case.
> I think something like this patch will be useful anyway to avoid
> spurious buffer uploads (not strictly for performance reasons, those
> extra uploads did look somewhat confusing in the log.)

Eh, the test isn't that convincing, somehow it doesn't crash for me on
Wine (I'm sure it did crash previously and I can see we're using the
destroyed buffer sysmem as expected).
Anyway, I'll work on the proper fix.

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