wined3d: Do not allocate system memory for resources by default.
Avoids allocating system memory for depth/stencil and 3D textures. Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -615,10 +615,7 @@ static BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer,
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return TRUE;
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return TRUE;
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if (!wined3d_resource_allocate_sysmem(&buffer->resource))
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if (!wined3d_resource_allocate_sysmem(&buffer->resource))
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{
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ERR("Failed to allocate system memory.\n");
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return FALSE;
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return FALSE;
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}
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return TRUE;
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return TRUE;
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case WINED3D_LOCATION_BUFFER:
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case WINED3D_LOCATION_BUFFER:
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@ -1359,6 +1356,9 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device
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buffer->bind_flags = bind_flags;
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buffer->bind_flags = bind_flags;
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buffer->locations = WINED3D_LOCATION_SYSMEM;
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buffer->locations = WINED3D_LOCATION_SYSMEM;
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if (!wined3d_resource_allocate_sysmem(&buffer->resource))
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return E_OUTOFMEMORY;
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TRACE("buffer %p, size %#x, usage %#x, format %s, memory @ %p.\n",
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TRACE("buffer %p, size %#x, usage %#x, format %s, memory @ %p.\n",
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buffer, buffer->resource.size, buffer->resource.usage,
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buffer, buffer->resource.size, buffer->resource.usage,
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debug_d3dformat(buffer->resource.format->id), buffer->resource.heap_memory);
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debug_d3dformat(buffer->resource.format->id), buffer->resource.heap_memory);
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@ -191,12 +191,7 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
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resource->parent_ops = parent_ops;
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resource->parent_ops = parent_ops;
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resource->resource_ops = resource_ops;
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resource->resource_ops = resource_ops;
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resource->map_binding = WINED3D_LOCATION_SYSMEM;
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resource->map_binding = WINED3D_LOCATION_SYSMEM;
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resource->heap_memory = NULL;
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if (!wined3d_resource_allocate_sysmem(resource))
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{
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ERR("Failed to allocate system memory.\n");
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return E_OUTOFMEMORY;
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}
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if (!(usage & WINED3DUSAGE_PRIVATE))
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if (!(usage & WINED3DUSAGE_PRIVATE))
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{
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{
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@ -205,8 +200,7 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
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{
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{
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if (size > wined3d_device_get_available_texture_mem(device))
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if (size > wined3d_device_get_available_texture_mem(device))
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{
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{
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ERR("Out of adapter memory\n");
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ERR("Out of adapter memory.\n");
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wined3d_resource_free_sysmem(resource);
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return WINED3DERR_OUTOFVIDEOMEMORY;
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return WINED3DERR_OUTOFVIDEOMEMORY;
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}
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}
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adapter_adjust_memory(device->adapter, size);
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adapter_adjust_memory(device->adapter, size);
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@ -383,7 +377,10 @@ BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource)
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void *mem;
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void *mem;
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if (!(mem = heap_alloc_zero(resource->size + align)))
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if (!(mem = heap_alloc_zero(resource->size + align)))
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{
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ERR("Failed to allocate system memory.\n");
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return FALSE;
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return FALSE;
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}
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p = (void **)(((ULONG_PTR)mem + align) & ~(RESOURCE_ALIGNMENT - 1)) - 1;
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p = (void **)(((ULONG_PTR)mem + align) & ~(RESOURCE_ALIGNMENT - 1)) - 1;
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*p = mem;
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*p = mem;
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@ -1683,10 +1683,7 @@ BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned
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return TRUE;
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return TRUE;
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if (!wined3d_resource_allocate_sysmem(&texture->resource))
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if (!wined3d_resource_allocate_sysmem(&texture->resource))
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{
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ERR("Failed to allocate system memory.\n");
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return FALSE;
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return FALSE;
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}
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return TRUE;
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return TRUE;
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case WINED3D_LOCATION_USER_MEMORY:
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case WINED3D_LOCATION_USER_MEMORY:
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@ -2674,11 +2671,17 @@ static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struc
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TRACE("x scale %.8e, y scale %.8e.\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
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TRACE("x scale %.8e, y scale %.8e.\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
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if (wined3d_texture_use_pbo(texture, gl_info))
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if (wined3d_texture_use_pbo(texture, gl_info))
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{
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if (desc->resource_type == WINED3D_RTYPE_TEXTURE_3D
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|| (texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL))
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wined3d_resource_free_sysmem(&texture->resource);
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texture->resource.map_binding = WINED3D_LOCATION_BUFFER;
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texture->resource.map_binding = WINED3D_LOCATION_BUFFER;
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if ((desc->resource_type != WINED3D_RTYPE_TEXTURE_3D
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&& !(texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL))
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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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{
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wined3d_texture_cleanup_sync(texture);
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return E_OUTOFMEMORY;
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}
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}
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}
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sub_count = level_count * layer_count;
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sub_count = level_count * layer_count;
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