wined3d: Introduce wined3d_resource_prepare_sysmem().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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dc23cca322
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@ -601,12 +601,7 @@ static BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer,
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switch (location)
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{
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case WINED3D_LOCATION_SYSMEM:
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if (buffer->resource.heap_memory)
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return TRUE;
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if (!wined3d_resource_allocate_sysmem(&buffer->resource))
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return FALSE;
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return TRUE;
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return wined3d_resource_prepare_sysmem(&buffer->resource);
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case WINED3D_LOCATION_BUFFER:
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if (buffer_gl->buffer_object)
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@ -1419,7 +1414,7 @@ static HRESULT wined3d_buffer_init(struct wined3d_buffer *buffer, struct wined3d
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if (buffer->locations & WINED3D_LOCATION_SYSMEM || !(buffer->flags & WINED3D_BUFFER_USE_BO))
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{
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if (!wined3d_resource_allocate_sysmem(&buffer->resource))
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if (!wined3d_resource_prepare_sysmem(&buffer->resource))
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return E_OUTOFMEMORY;
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}
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@ -395,7 +395,7 @@ void CDECL wined3d_resource_preload(struct wined3d_resource *resource)
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wined3d_cs_emit_preload_resource(resource->device->cs, resource);
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}
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BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource)
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static BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource)
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{
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void **p;
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SIZE_T align = RESOURCE_ALIGNMENT - 1 + sizeof(*p);
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@ -415,6 +415,14 @@ BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource)
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return TRUE;
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}
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BOOL wined3d_resource_prepare_sysmem(struct wined3d_resource *resource)
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{
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if (resource->heap_memory)
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return TRUE;
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return wined3d_resource_allocate_sysmem(resource);
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}
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void wined3d_resource_free_sysmem(struct wined3d_resource *resource)
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{
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void **p = resource->heap_memory;
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@ -1505,14 +1505,6 @@ void wined3d_texture_gl_set_compatible_renderbuffer(struct wined3d_texture_gl *t
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checkGLcall("set compatible renderbuffer");
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}
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static BOOL wined3d_texture_prepare_sysmem(struct wined3d_texture *texture)
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{
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if (texture->resource.heap_memory)
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return TRUE;
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return wined3d_resource_allocate_sysmem(&texture->resource);
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}
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HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT width, UINT height,
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enum wined3d_format_id format_id, enum wined3d_multisample_type multisample_type,
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UINT multisample_quality, void *mem, UINT pitch)
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@ -1638,7 +1630,8 @@ HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT
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}
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else
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{
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wined3d_texture_prepare_sysmem(texture);
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if (!wined3d_resource_prepare_sysmem(&texture->resource))
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ERR("Failed to allocate resource memory.\n");
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valid_location = WINED3D_LOCATION_SYSMEM;
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}
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@ -1813,7 +1806,7 @@ BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned
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switch (location)
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{
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case WINED3D_LOCATION_SYSMEM:
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return wined3d_texture_prepare_sysmem(texture);
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return wined3d_resource_prepare_sysmem(&texture->resource);
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case WINED3D_LOCATION_USER_MEMORY:
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if (!texture->user_memory)
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@ -3296,7 +3289,7 @@ static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struc
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if (desc->resource_type != WINED3D_RTYPE_TEXTURE_3D
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|| !wined3d_texture_use_pbo(texture, gl_info))
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{
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if (!wined3d_resource_allocate_sysmem(&texture->resource))
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if (!wined3d_resource_prepare_sysmem(&texture->resource))
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{
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wined3d_texture_cleanup_sync(texture);
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return E_OUTOFMEMORY;
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@ -3437,7 +3437,6 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
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unsigned int size, void *parent, const struct wined3d_parent_ops *parent_ops,
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const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
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void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
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BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
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void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
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const struct wined3d_format *wined3d_resource_get_decompress_format(
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const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
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@ -3445,6 +3444,7 @@ unsigned int wined3d_resource_get_sample_count(const struct wined3d_resource *re
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GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
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GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
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BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
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BOOL wined3d_resource_prepare_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
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void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
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/* Tests show that the start address of resources is 32 byte aligned */
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