[PATCH 4/4] wined3d: Avoid stalling the pipeline on 3D blits.

Henri Verbeet hverbeet at gmail.com
Thu Sep 9 11:55:20 CDT 2021


On Thu, 2 Sept 2021 at 15:14, Jan Sikorski <jsikorski at codeweavers.com> wrote:
> @@ -2582,6 +2582,10 @@ static void wined3d_cs_exec_blt_sub_resource(struct wined3d_cs *cs, const void *
>
>          context = context_acquire(cs->c.device, NULL, 0);
>
> +        if (src_texture->resource.map_binding != WINED3D_LOCATION_BUFFER
> +                && wined3d_texture_can_use_pbo(src_texture, &context->device->adapter->gl_info))
> +            wined3d_texture_set_map_binding(src_texture, WINED3D_LOCATION_BUFFER);
> +
Does it really make sense to change the map binding here? Presumably
it would already have been set to BUFFER during texture creation for
the cases where that makes sense. For the other cases, we should still
be able to wined3d_texture_load_location(..., BUFFER) without changing
the map binding, provided that location is supported.



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