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

View file

@ -1870,8 +1870,10 @@ static qbool GAL_Init()
// only nVidia's drivers seem to consistently handle the extra IASetVertexBuffers calls well enough
d3d.splitBufferOffsets = Q_stristr(glConfig.renderer_string, "NVIDIA") != NULL;
#else
// however, we'll just treat all drivers as equally dumb by default for now
d3d.splitBufferOffsets = D3D11SO_SYNCEDOFFSETS;
// we'll just treat all drivers as equally bad for now and force synced offsets
// 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
}
else