wined3d: Handle WINED3D_LOCATION_DISCARDED in wined3d_buffer_get_memory().
This can't currently happen. However, we'd like to use wined3d_buffer_get_memory() in wined3d_cs_exec_update_sub_resource(). This would probably also help in implementing ID3D11DeviceContext1::DiscardResource(). Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -603,13 +603,26 @@ BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_c
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return buffer->resource.heap_memory;
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}
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DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_bo_address *data)
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DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
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struct wined3d_bo_address *data)
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{
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unsigned int locations = buffer->locations;
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TRACE("buffer %p, data %p, locations %s.\n",
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buffer, data, wined3d_debug_location(locations));
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TRACE("buffer %p, context %p, data %p, locations %s.\n",
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buffer, context, data, wined3d_debug_location(locations));
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if (locations & WINED3D_LOCATION_DISCARDED)
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{
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locations = ((buffer->flags & WINED3D_BUFFER_USE_BO) ? WINED3D_LOCATION_BUFFER : WINED3D_LOCATION_SYSMEM);
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if (!wined3d_buffer_prepare_location(buffer, context, locations))
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{
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data->buffer_object = 0;
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data->addr = NULL;
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return 0;
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}
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wined3d_buffer_validate_location(buffer, locations);
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wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_DISCARDED);
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}
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if (locations & WINED3D_LOCATION_BUFFER)
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{
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data->buffer_object = buffer->buffer_object;
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@ -1006,13 +1019,14 @@ void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_off
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TRACE("dst_buffer %p, dst_offset %u, src_buffer %p, src_offset %u, size %u.\n",
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dst_buffer, dst_offset, src_buffer, src_offset, size);
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dst_location = wined3d_buffer_get_memory(dst_buffer, &dst);
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context = context_acquire(dst_buffer->resource.device, NULL, 0);
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dst_location = wined3d_buffer_get_memory(dst_buffer, context, &dst);
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dst.addr += dst_offset;
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wined3d_buffer_get_memory(src_buffer, &src);
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wined3d_buffer_get_memory(src_buffer, context, &src);
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src.addr += src_offset;
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context = context_acquire(dst_buffer->resource.device, NULL, 0);
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wined3d_context_copy_bo_address(context, &dst, &src, size);
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context_release(context);
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@ -304,7 +304,7 @@ void context_update_stream_info(struct wined3d_context *context, const struct wi
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else
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{
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wined3d_buffer_load(buffer, context, state);
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wined3d_buffer_get_memory(buffer, &data);
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wined3d_buffer_get_memory(buffer, context, &data);
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element->data.buffer_object = data.buffer_object;
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element->data.addr += (ULONG_PTR)data.addr;
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}
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@ -1611,7 +1611,7 @@ void wined3d_unordered_access_view_copy_counter(struct wined3d_unordered_access_
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if (!view->counter_bo)
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return;
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dst_location = wined3d_buffer_get_memory(buffer, &dst);
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dst_location = wined3d_buffer_get_memory(buffer, context, &dst);
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dst.addr += offset;
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src.buffer_object = view->counter_bo;
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@ -4899,7 +4899,8 @@ static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resourc
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void wined3d_buffer_cleanup(struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
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void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
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struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN;
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DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
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DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
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struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
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void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location) DECLSPEC_HIDDEN;
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void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
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const struct wined3d_state *state) DECLSPEC_HIDDEN;
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