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[d3d9] Do implicit discard when locking system memory resources

This commit is contained in:
Robin Kertels 2020-08-10 00:20:39 +02:00 committed by Joshie
parent 98c7da805b
commit b28a7353bb

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@ -4004,7 +4004,7 @@ namespace dxvk {
if (alloced)
std::memset(physSlice.mapPtr, 0, physSlice.length);
else if (managed && !skipWait) {
else if ((managed || systemmem) && !skipWait) {
if (!WaitForResource(mappedBuffer, D3DLOCK_DONOTWAIT)) {
// if the mapped buffer is currently being copied to image
// we can just avoid a stall by allocating a new slice and copying the existing contents
@ -4350,7 +4350,7 @@ namespace dxvk {
quickRead ||
(boundsCheck && !pResource->DirtyRange().Overlaps(pResource->LockRange()));
if (!skipWait) {
if (IsPoolManaged(desc.Pool)) {
if (IsPoolManaged(desc.Pool) || desc.Pool == D3DPOOL_SYSTEMMEM) {
if (!WaitForResource(mappingBuffer, D3DLOCK_DONOTWAIT)) {
// if the mapped buffer is currently being copied to the primary buffer
// we can just avoid a stall by allocating a new slice and copying the existing contents