fixed the default strategy for D3D11 buffer offsets

This commit is contained in:
myT 2022-11-25 05:39:52 +01:00
parent cfdba32b24
commit b8d9f7e5f1

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