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Revert "[d3d9] Only use direct buffer mapping for DYNAMIC buffers"

This reverts commit 1850819483.
This commit is contained in:
Robin Kertels 2023-06-20 22:26:42 +02:00 committed by Joshie
parent 6f87ccdafc
commit 5a1ebfa4ee

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@ -67,7 +67,11 @@ namespace dxvk {
if (m_desc.Pool != D3DPOOL_DEFAULT) if (m_desc.Pool != D3DPOOL_DEFAULT)
return D3D9_COMMON_BUFFER_MAP_MODE_BUFFER; return D3D9_COMMON_BUFFER_MAP_MODE_BUFFER;
if (!(m_desc.Usage & D3DUSAGE_DYNAMIC)) // CSGO keeps vertex buffers locked across multiple frames and writes to it. It uses them for drawing without unlocking first.
// Tests show that D3D9 DEFAULT + USAGE_DYNAMIC behaves like a directly mapped buffer even when unlocked.
// DEFAULT + WRITEONLY does not behave like a directly mapped buffer EXCEPT if its locked at the moment.
// That's annoying to implement so we just always directly map DEFAULT + WRITEONLY.
if (!(m_desc.Usage & (D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY)))
return D3D9_COMMON_BUFFER_MAP_MODE_BUFFER; return D3D9_COMMON_BUFFER_MAP_MODE_BUFFER;
// Tests show that DISCARD does not work for pure SWVP devices. // Tests show that DISCARD does not work for pure SWVP devices.