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