1. 25 Aug, 2023 1 commit
  2. 27 Jul, 2023 1 commit
  3. 14 Jul, 2023 1 commit
  4. 19 Apr, 2023 1 commit
    • Stefan Dösinger's avatar
      wined3d: Sync depth stencils to both early and late depth test. · 75e82b77
      Stefan Dösinger authored
      We don't know which test the next draw will use when we place the
      barrier. We may be able to figure this out, but it is not trivial.
      
      This avoids a read-after-write hazard after the next patch. The layout
      transition from shader-read-only to depth stencil needs to be finished
      before the early depth test in a follow-up draw if this draw uses early
      depth.
      75e82b77
  5. 28 Mar, 2023 1 commit
  6. 22 Mar, 2023 1 commit
  7. 02 Dec, 2022 2 commits
  8. 28 Nov, 2022 1 commit
  9. 19 Oct, 2022 1 commit
    • 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
  10. 16 Aug, 2022 1 commit
    • Matteo Bruni's avatar
      wined3d: Introduce WINED3DUSAGE_MANAGED. · 1f843165
      Matteo Bruni authored
      We would like to use two different textures for the CPU and GPU parts of managed
      textures, which means that wined3d_resource_access_is_managed() as such will no
      longer be useful.
      1f843165
  11. 31 May, 2022 1 commit
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  26. 11 Feb, 2021 1 commit
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  32. 05 Jun, 2020 1 commit