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Zebediah Figura authored
For the purposes of wined3d_cs_map_upload_bo(). That is, if a buffer was just created or just discarded [e.g. with wined3d_device_evict_managed_resources()], and then subsequently mapped with WINED3D_MAP_NOOVERWRITE, treat it as if it had been mapped with WINED3D_MAP_DISCARD instead, thus allowing the adapter_alloc_upload_bo callback to allocate a new buffer from the client thread. This was the source of a bunch of stalls in Grand Theft Auto V, although it's hard to measure a difference in performance. Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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