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fixed the default strategy for D3D11 buffer offsets
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1 changed files with 4 additions and 2 deletions
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@ -1870,8 +1870,10 @@ static qbool GAL_Init()
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// only nVidia's drivers seem to consistently handle the extra IASetVertexBuffers calls well enough
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// only nVidia's drivers seem to consistently handle the extra IASetVertexBuffers calls well enough
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d3d.splitBufferOffsets = Q_stristr(glConfig.renderer_string, "NVIDIA") != NULL;
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d3d.splitBufferOffsets = Q_stristr(glConfig.renderer_string, "NVIDIA") != NULL;
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#else
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#else
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// however, we'll just treat all drivers as equally dumb by default for now
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// we'll just treat all drivers as equally bad for now and force synced offsets
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d3d.splitBufferOffsets = D3D11SO_SYNCEDOFFSETS;
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// it also seems that nVidia's new drivers might have a problem with the split offsets code path
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// (yet to be confirmed)
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d3d.splitBufferOffsets = qfalse;
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#endif
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#endif
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}
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}
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else
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else
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