wine/dlls/wined3d
Zebediah Figura ebbcc10b05 wined3d: Do not enforce GL map access for resources with WINED3D_RESOURCE_ACCESS_CPU.
d3d maps of such resources will map the CPU copy, and uploads and downloads use
glBufferSubData() and glGetBufferSubData() respectively. There is no need to map
the BO.

This improves performance of Indivisible on NVidia GPUs. The game uses a d3d9
MANAGED buffer for streaming vertex data, which results in poor performance on
NVidia when using GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT. With this change we
use neither.

This change should only affect managed resources, i.e. those with both CPU and
GPU access. We never create a BO for CPU-only resources.
2022-10-19 18:48:44 +02:00
..
adapter_gl.c wined3d: Don't use __wine_get_wgl_driver. 2022-07-15 20:17:22 +02:00
adapter_vk.c wined3d: Pass a draw count of 1 to Vulkan indirect draw commands. 2022-09-13 22:07:22 +02:00
arb_program_shader.c wined3d: Parse the eval_centroid opcode. 2022-06-07 19:42:24 +02:00
ati_fragment_shader.c
buffer.c wined3d: Use I width modifier for debug traces on DWORD_PTR. 2022-10-10 11:15:01 +02:00
context.c
context_gl.c wined3d: Assert that the BO is mapped in unmap functions. 2022-07-22 19:57:28 +02:00
context_vk.c wined3d: Use I width modifier for debug traces on DWORD_PTR. 2022-10-10 11:15:01 +02:00
cs.c wined3d: Set name of internal threads. 2022-09-27 18:14:33 +02:00
device.c wined3d: Replace NULL device_window with focus window in swapchain desc. 2022-10-11 11:43:40 +02:00
directx.c wined3d: Set name of internal threads. 2022-09-27 18:14:33 +02:00
gl_compat.c
glsl_shader.c wined3d: Parse the eval_centroid opcode. 2022-06-07 19:42:24 +02:00
Makefile.in wined3d: Don't use __wine_get_wgl_driver. 2022-07-15 20:17:22 +02:00
nvidia_texture_shader.c
palette.c
query.c
resource.c wined3d: Do not enforce GL map access for resources with WINED3D_RESOURCE_ACCESS_CPU. 2022-10-19 18:48:44 +02:00
sampler.c
shader.c wined3d: Parse the eval_centroid opcode. 2022-06-07 19:42:24 +02:00
shader_sm1.c
shader_sm4.c wined3d: Use I width modifier for debug traces on DWORD_PTR. 2022-10-10 11:15:01 +02:00
shader_spirv.c wined3d: Handle VKD3D_SHADER_RESOURCE_DATA_MIXED in wined3d_data_type_from_vkd3d(). 2022-10-14 21:52:55 +02:00
state.c wined3d: Consider the depth write mask in depth_stencil_state_desc_writes_ds() only if depth testing is enabled. 2022-06-03 21:53:31 +02:00
stateblock.c
surface.c
swapchain.c wined3d: Replace NULL device_window with focus window in swapchain desc. 2022-10-11 11:43:40 +02:00
texture.c wined3d: Use the supplied context in wined3d_device_context_blt(). 2022-10-14 21:52:55 +02:00
utils.c wined3d: Introduce WINED3DUSAGE_MANAGED. 2022-08-16 22:27:53 +02:00
version.rc
vertexdeclaration.c
view.c
wined3d.spec d3d11: Implement d3d11_input_layout_to_wined3d_declaration() on top of vkd3d_shader_parse_input_signature(). 2022-09-15 22:33:10 +02:00
wined3d_gl.h
wined3d_main.c wined3d: Use a Wine debug channel for vkd3d debug output. 2022-10-12 15:50:23 +02:00
wined3d_private.h wined3d: Ensure method declaration matches implementations. 2022-10-10 11:14:59 +02:00
wined3d_shaders.h
wined3d_vk.h wined3d: Don't use vulkan_driver.h. 2022-07-15 20:17:21 +02:00