• Zebediah Figura's avatar
    wined3d: Do not enforce GL map access for resources with WINED3D_RESOURCE_ACCESS_CPU. · ebbcc10b
    Zebediah Figura authored
    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.
    ebbcc10b
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