wined3d: Only suballocate dynamic buffers.

I don't know for sure that this is why iris (or nvidia) performs badly, but it
seems perfectly plausible, and I don't think we lose anything by letting the
driver allocate here.

Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=54223
This commit is contained in:
Elizabeth Figura 2024-01-10 12:53:37 -06:00 committed by Alexandre Julliard
parent 52a0e36aee
commit bed2495e50

View file

@ -1126,16 +1126,34 @@ bool wined3d_device_gl_create_bo(struct wined3d_device_gl *device_gl, struct win
if (gl_info->supported[ARB_BUFFER_STORAGE])
{
if (use_buffer_chunk_suballocation(device_gl, gl_info, binding))
/* Only suballocate dynamic buffers.
*
* We only need suballocation so that we can allocate GL buffers from
* the client thread and thereby accelerate DISCARD maps.
*
* For other buffer types, suballocating means that a whole-buffer
* upload won't be replacing the whole buffer anymore. If the driver
* isn't smart enough to track individual buffer ranges then it'll
* force synchronizing that BO with the GPU. Even using ARB_sync
* ourselves won't help here, because glBufferSubData() is still
* implicitly synchronized. */
if (flags & GL_CLIENT_STORAGE_BIT)
{
if ((memory = wined3d_device_gl_allocate_memory(device_gl, context_gl, memory_type_idx, size, &id)))
buffer_offset = memory->offset;
else if (!context_gl)
WARN_(d3d_perf)("Failed to suballocate buffer from the client thread.\n");
if (use_buffer_chunk_suballocation(device_gl, gl_info, binding))
{
if ((memory = wined3d_device_gl_allocate_memory(device_gl, context_gl, memory_type_idx, size, &id)))
buffer_offset = memory->offset;
else if (!context_gl)
WARN_(d3d_perf)("Failed to suballocate buffer from the client thread.\n");
}
else if (context_gl)
{
WARN_(d3d_perf)("Not allocating chunk memory for binding type %#x.\n", binding);
id = wined3d_context_gl_allocate_vram_chunk_buffer(context_gl, memory_type_idx, size);
}
}
else if (context_gl)
else
{
WARN_(d3d_perf)("Not allocating chunk memory for binding type %#x.\n", binding);
id = wined3d_context_gl_allocate_vram_chunk_buffer(context_gl, memory_type_idx, size);
}