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Henri Verbeet authored
It might seem like a good idea to try to use glMapBufferRange() in buffer_direct_upload(), but it really isn't. The interesting cases for glMapBufferRange() are GL_MAP_INVALIDATE_BUFFER_BIT or GL_MAP_UNSYNCHRONIZED_BIT, but the only way for those to be set here would be for the buffer to be mapped with WINED3D_MAP_DISCARD or WINED3D_MAP_NOOVERWRITE before the buffer object was created. In that case the GPU is obviously not using the buffer object, so glMapBufferRange() doesn't help. On the other hand, if the buffer is currently in use by the application and neither WINED3D_MAP_DISCARD nor WINED3D_MAP_NOOVERWRITE is set, glMapBufferRange() would need to wait for the GPU to finish using the buffer object, while glBufferSubData() may decide not to. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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