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Buffer locking cleanup #3454
Buffer locking cleanup #3454
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I decided to keep the "allowDirectBufferMapping" option after all and enable it for Injustice. |
Does this also fix #2375 mayhaps? |
@WinterSnowfall It doesn't, see my comment in the issue. |
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I cannot reproduce the stalls anymore.
The game uses SWVP, so we don't need the hack anymore.
Tests show that buffers with just D3DUSAGE_WRITEONLY are uploaded on Unlock.
@@ -4808,6 +4808,10 @@ namespace dxvk { | |||
if (desc.Usage & D3DUSAGE_DYNAMIC) | |||
Flags &= ~D3DLOCK_DONOTWAIT; | |||
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// Tests show that D3D9 drivers ignore DISCARD when the device is lost. | |||
if (unlikely(m_deviceLostState != D3D9DeviceLostState::Ok)) |
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What about for images?
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I am sus about this commit but I guess we can see how it plays out...
(The DYNAMIC one... GitHub didnt put what I was commenting on).
The game uses SWVP, so we don't need an app hack here.
It's not just used for apitrace and the new name is more consistent with the D3D11 equivalent option.
Feels good to remove hacks.
Thanks to Axel Davy of Gallium Nine fame for telling me about the SWVP edge case here.
8bf11fd helps Injustice: Gods Among Us.