wined3d: Do not pin system memory in wined3d_buffer_load_location().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -604,7 +604,6 @@ BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
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GL_EXTCALL(glGetBufferSubData(buffer->buffer_type_hint, 0, buffer->resource.size,
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buffer->resource.heap_memory));
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checkGLcall("buffer download");
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buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
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break;
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case WINED3D_LOCATION_BUFFER:
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@ -623,7 +622,8 @@ BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
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/* Context activation is done by the caller. */
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BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
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{
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wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
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if (wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
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buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
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return buffer->resource.heap_memory;
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}
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@ -655,7 +655,6 @@ DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
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static void buffer_unload(struct wined3d_resource *resource)
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{
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struct wined3d_buffer *buffer = buffer_from_resource(resource);
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DWORD flags = buffer->flags;
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TRACE("buffer %p.\n", buffer);
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@ -665,11 +664,7 @@ static void buffer_unload(struct wined3d_resource *resource)
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context = context_acquire(resource->device, NULL);
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/* Download the buffer, but don't permanently enable double buffering. */
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wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
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if (!(flags & WINED3D_BUFFER_PIN_SYSMEM))
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buffer->flags &= ~WINED3D_BUFFER_PIN_SYSMEM;
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wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER);
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buffer_destroy_buffer_object(buffer, context);
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buffer_clear_dirty_areas(buffer);
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@ -825,7 +820,12 @@ static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined
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unsigned int i, j, range_idx, start, end, vertex_count;
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BYTE *data;
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wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
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if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
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{
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ERR("Failed to load system memory.\n");
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return;
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}
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buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
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/* Now for each vertex in the buffer that needs conversion. */
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vertex_count = buffer->resource.size / buffer->stride;
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@ -1106,6 +1106,7 @@ static HRESULT wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UI
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{
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TRACE("Falling back to doublebuffered operation.\n");
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wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
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buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
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}
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TRACE("New pointer is %p.\n", buffer->resource.heap_memory);
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buffer->map_ptr = NULL;
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