From 409f32ffa3abf5d6648c7535f61e03d8c5faf20f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Tue, 10 Apr 2018 12:29:55 +0200 Subject: [PATCH] wined3d: Do not allocate system memory for resources by default. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Avoids allocating system memory for depth/stencil and 3D textures. Signed-off-by: Józef Kucia Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/wined3d/buffer.c | 6 +++--- dlls/wined3d/resource.c | 13 +++++-------- dlls/wined3d/texture.c | 17 ++++++++++------- 3 files changed, 18 insertions(+), 18 deletions(-) diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c index 5b924704dff..3f4552f2bbe 100644 --- a/dlls/wined3d/buffer.c +++ b/dlls/wined3d/buffer.c @@ -615,10 +615,7 @@ static BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer, return TRUE; if (!wined3d_resource_allocate_sysmem(&buffer->resource)) - { - ERR("Failed to allocate system memory.\n"); return FALSE; - } return TRUE; case WINED3D_LOCATION_BUFFER: @@ -1359,6 +1356,9 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device buffer->bind_flags = bind_flags; buffer->locations = WINED3D_LOCATION_SYSMEM; + if (!wined3d_resource_allocate_sysmem(&buffer->resource)) + return E_OUTOFMEMORY; + TRACE("buffer %p, size %#x, usage %#x, format %s, memory @ %p.\n", buffer, buffer->resource.size, buffer->resource.usage, debug_d3dformat(buffer->resource.format->id), buffer->resource.heap_memory); diff --git a/dlls/wined3d/resource.c b/dlls/wined3d/resource.c index 2a6fa6ad7ec..b5dcdf012db 100644 --- a/dlls/wined3d/resource.c +++ b/dlls/wined3d/resource.c @@ -191,12 +191,7 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device * resource->parent_ops = parent_ops; resource->resource_ops = resource_ops; resource->map_binding = WINED3D_LOCATION_SYSMEM; - - if (!wined3d_resource_allocate_sysmem(resource)) - { - ERR("Failed to allocate system memory.\n"); - return E_OUTOFMEMORY; - } + resource->heap_memory = NULL; if (!(usage & WINED3DUSAGE_PRIVATE)) { @@ -205,8 +200,7 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device * { if (size > wined3d_device_get_available_texture_mem(device)) { - ERR("Out of adapter memory\n"); - wined3d_resource_free_sysmem(resource); + ERR("Out of adapter memory.\n"); return WINED3DERR_OUTOFVIDEOMEMORY; } adapter_adjust_memory(device->adapter, size); @@ -383,7 +377,10 @@ BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) void *mem; if (!(mem = heap_alloc_zero(resource->size + align))) + { + ERR("Failed to allocate system memory.\n"); return FALSE; + } p = (void **)(((ULONG_PTR)mem + align) & ~(RESOURCE_ALIGNMENT - 1)) - 1; *p = mem; diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c index b56e6e4e65e..b9b304eb9ec 100644 --- a/dlls/wined3d/texture.c +++ b/dlls/wined3d/texture.c @@ -1683,10 +1683,7 @@ BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned return TRUE; if (!wined3d_resource_allocate_sysmem(&texture->resource)) - { - ERR("Failed to allocate system memory.\n"); return FALSE; - } return TRUE; case WINED3D_LOCATION_USER_MEMORY: @@ -2674,11 +2671,17 @@ static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struc TRACE("x scale %.8e, y scale %.8e.\n", texture->pow2_matrix[0], texture->pow2_matrix[5]); if (wined3d_texture_use_pbo(texture, gl_info)) - { - if (desc->resource_type == WINED3D_RTYPE_TEXTURE_3D - || (texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)) - wined3d_resource_free_sysmem(&texture->resource); texture->resource.map_binding = WINED3D_LOCATION_BUFFER; + + if ((desc->resource_type != WINED3D_RTYPE_TEXTURE_3D + && !(texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)) + || !wined3d_texture_use_pbo(texture, gl_info)) + { + if (!wined3d_resource_allocate_sysmem(&texture->resource)) + { + wined3d_texture_cleanup_sync(texture); + return E_OUTOFMEMORY; + } } sub_count = level_count * layer_count;