gsdx ogl: update old comment

This commit is contained in:
Gregory Hainaut 2016-05-16 18:35:31 +02:00
parent 96b5170d8c
commit 37e4d2bd48
1 changed files with 1 additions and 10 deletions

View File

@ -51,14 +51,6 @@ namespace PboPool {
const GLbitfield map_flags = common_flags | GL_MAP_FLUSH_EXPLICIT_BIT; const GLbitfield map_flags = common_flags | GL_MAP_FLUSH_EXPLICIT_BIT;
const GLbitfield create_flags = common_flags | GL_CLIENT_STORAGE_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() { void Init() {
glGenBuffers(countof(m_pool), m_pool); 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 // Generate & Allocate the buffer
switch (m_type) { switch (m_type) {
case GSTexture::Offscreen: case GSTexture::Offscreen:
// 8B is the worst case for depth/stencil // Offscreen is only used to read color. So it only requires 4B by pixel
// FIXME I think it is only used for color. So you can save half of the size
m_local_buffer = (uint8*)_aligned_malloc(m_size.x * m_size.y * 4, 32); m_local_buffer = (uint8*)_aligned_malloc(m_size.x * m_size.y * 4, 32);
case GSTexture::Texture: case GSTexture::Texture:
case GSTexture::RenderTarget: case GSTexture::RenderTarget: