[1/6] WineD3D: Revert "wined3d: Do not preload vertex buffers in
unlock."
Stefan Dösinger
stefan at codeweavers.com
Fri Jan 12 11:55:16 CST 2007
That patch was wrong, if an application locks the vertex buffer but does not
change the stream sources the vertex buffer will end up without beeing
loaded.
I think it is better to load all vertex buffers and not just those that are
bound because vbo loading does not mess around with assignments like texture
loading does. With loading them earlier the gpu might be able to cope with it
better.
[1/6
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From a819867c2595a22a5fd55ec5ee0c6ab20322010c Mon Sep 17 00:00:00 2001
From: Stefan Doesinger <stefan at codeweavers.com>
Date: Fri, 12 Jan 2007 12:16:38 +0100
Subject: [PATCH] Revert "wined3d: Do not preload vertex buffers in unlock."
This reverts commit 6fb1869b98265a30a285c6f94a768934476a8c2a.
---
dlls/wined3d/vertexbuffer.c | 2 ++
1 files changed, 2 insertions(+), 0 deletions(-)
diff --git a/dlls/wined3d/vertexbuffer.c b/dlls/wined3d/vertexbuffer.c
index da22469..c7a8a97 100644
--- a/dlls/wined3d/vertexbuffer.c
+++ b/dlls/wined3d/vertexbuffer.c
@@ -498,6 +498,8 @@ HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) {
GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
checkGLcall("glUnmapBufferARB");
LEAVE_GL();
+ } else if(This->Flags & VBFLAG_HASDESC){
+ IWineD3DVertexBufferImpl_PreLoad(iface);
}
return WINED3D_OK;
}
--
1.4.4.3
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