diff --git a/plugins/GSdx/GSTextureOGL.cpp b/plugins/GSdx/GSTextureOGL.cpp index 77844e7e85..341367a97d 100644 --- a/plugins/GSdx/GSTextureOGL.cpp +++ b/plugins/GSdx/GSTextureOGL.cpp @@ -51,14 +51,6 @@ namespace PboPool { const GLbitfield map_flags = common_flags | GL_MAP_FLUSH_EXPLICIT_BIT; const GLbitfield create_flags = common_flags | GL_CLIENT_STORAGE_BIT; - // Perf impact (test was only done on a gs dump): - // Normal (fast): Message:Buffer detailed info: Buffer object 9 (bound to - // GL_PIXEL_UNPACK_BUFFER_ARB, usage hint is GL_STREAM_COPY) will use VIDEO - // memory as the source for buffer object operations. - // - // Persistent (slower): Message:Buffer detailed info: Buffer object 8 - // (bound to GL_PIXEL_UNPACK_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) - // will use DMA CACHED memory as the source for buffer object operations void Init() { glGenBuffers(countof(m_pool), m_pool); @@ -247,8 +239,7 @@ GSTextureOGL::GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read) // Generate & Allocate the buffer switch (m_type) { case GSTexture::Offscreen: - // 8B is the worst case for depth/stencil - // FIXME I think it is only used for color. So you can save half of the size + // Offscreen is only used to read color. So it only requires 4B by pixel m_local_buffer = (uint8*)_aligned_malloc(m_size.x * m_size.y * 4, 32); case GSTexture::Texture: case GSTexture::RenderTarget: