wined3d: Pass a resource to wined3d_resource_allocate_sysmem().

This commit is contained in:
Henri Verbeet 2013-09-16 10:57:24 +02:00 committed by Alexandre Julliard
parent 2b2bf64d3b
commit 261246ef21
5 changed files with 21 additions and 18 deletions

View File

@ -500,7 +500,8 @@ BYTE *buffer_get_sysmem(struct wined3d_buffer *This, struct wined3d_context *con
/* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */ /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
if(This->resource.allocatedMemory) return This->resource.allocatedMemory; if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
This->resource.heap_memory = wined3d_resource_allocate_sysmem(This->resource.size); if (!wined3d_resource_allocate_sysmem(&This->resource))
ERR("Failed to allocate system memory.\n");
This->resource.allocatedMemory = This->resource.heap_memory; This->resource.allocatedMemory = This->resource.heap_memory;
if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB) if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)

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@ -120,11 +120,10 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
if (size) if (size)
{ {
resource->heap_memory = wined3d_resource_allocate_sysmem(size); if (!wined3d_resource_allocate_sysmem(resource))
if (!resource->heap_memory)
{ {
ERR("Out of memory!\n"); ERR("Failed to allocate system memory.\n");
return WINED3DERR_OUTOFVIDEOMEMORY; return E_OUTOFMEMORY;
} }
} }
else else
@ -344,19 +343,21 @@ void CDECL wined3d_resource_get_desc(const struct wined3d_resource *resource, st
desc->size = resource->size; desc->size = resource->size;
} }
void *wined3d_resource_allocate_sysmem(SIZE_T size) BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource)
{ {
void **p; void **p;
SIZE_T align = RESOURCE_ALIGNMENT - 1 + sizeof(*p); SIZE_T align = RESOURCE_ALIGNMENT - 1 + sizeof(*p);
void *mem; void *mem;
if (!(mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, size + align))) if (!(mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, resource->size + align)))
return NULL; return FALSE;
p = (void **)(((ULONG_PTR)mem + align) & ~(RESOURCE_ALIGNMENT - 1)) - 1; p = (void **)(((ULONG_PTR)mem + align) & ~(RESOURCE_ALIGNMENT - 1)) - 1;
*p = mem; *p = mem;
return ++p; resource->heap_memory = ++p;
return TRUE;
} }
void wined3d_resource_free_sysmem(void *mem) void wined3d_resource_free_sysmem(void *mem)

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@ -587,9 +587,8 @@ static void surface_prepare_system_memory(struct wined3d_surface *surface)
{ {
/* Whatever surface we have, make sure that there is memory allocated /* Whatever surface we have, make sure that there is memory allocated
* for the downloaded copy, or a PBO to map. */ * for the downloaded copy, or a PBO to map. */
if (!surface->resource.heap_memory) if (!surface->resource.heap_memory && !wined3d_resource_allocate_sysmem(&surface->resource))
surface->resource.heap_memory = wined3d_resource_allocate_sysmem(surface->resource.size); ERR("Failed to allocate system memory.\n");
surface->resource.allocatedMemory = surface->resource.heap_memory; surface->resource.allocatedMemory = surface->resource.heap_memory;
if (surface->flags & SFLAG_INSYSMEM) if (surface->flags & SFLAG_INSYSMEM)
@ -1432,7 +1431,7 @@ static void surface_remove_pbo(struct wined3d_surface *surface, const struct win
else else
{ {
if (!surface->resource.heap_memory) if (!surface->resource.heap_memory)
surface->resource.heap_memory = wined3d_resource_allocate_sysmem(surface->resource.size); wined3d_resource_allocate_sysmem(&surface->resource);
else if (!(surface->flags & SFLAG_CLIENT)) else if (!(surface->flags & SFLAG_CLIENT))
ERR("Surface %p has heap_memory %p and flags %#x.\n", ERR("Surface %p has heap_memory %p and flags %#x.\n",
surface, surface->resource.heap_memory, surface->flags); surface, surface->resource.heap_memory, surface->flags);
@ -1458,9 +1457,9 @@ static BOOL surface_init_sysmem(struct wined3d_surface *surface)
{ {
if (!surface->resource.heap_memory) if (!surface->resource.heap_memory)
{ {
if (!(surface->resource.heap_memory = wined3d_resource_allocate_sysmem(surface->resource.size))) if (!wined3d_resource_allocate_sysmem(&surface->resource))
{ {
ERR("Failed to allocate memory.\n"); ERR("Failed to allocate system memory.\n");
return FALSE; return FALSE;
} }
} }

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@ -391,9 +391,11 @@ static BOOL volume_prepare_system_memory(struct wined3d_volume *volume)
if (volume->resource.allocatedMemory) if (volume->resource.allocatedMemory)
return TRUE; return TRUE;
volume->resource.heap_memory = wined3d_resource_allocate_sysmem(volume->resource.size); if (!wined3d_resource_allocate_sysmem(&volume->resource))
if (!volume->resource.heap_memory) {
ERR("Failed to allocate system memory.\n");
return FALSE; return FALSE;
}
volume->resource.allocatedMemory = volume->resource.heap_memory; volume->resource.allocatedMemory = volume->resource.heap_memory;
return TRUE; return TRUE;
} }

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@ -1984,7 +1984,6 @@ struct wined3d_resource_ops
void (*resource_unload)(struct wined3d_resource *resource); void (*resource_unload)(struct wined3d_resource *resource);
}; };
void *wined3d_resource_allocate_sysmem(SIZE_T size) DECLSPEC_HIDDEN;
void wined3d_resource_free_sysmem(void *mem) DECLSPEC_HIDDEN; void wined3d_resource_free_sysmem(void *mem) DECLSPEC_HIDDEN;
struct wined3d_resource struct wined3d_resource
@ -2025,6 +2024,7 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN; const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN; DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN;
void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN; void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource, DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource,
DWORD flags) DECLSPEC_HIDDEN; DWORD flags) DECLSPEC_HIDDEN;
GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN; GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;