ddraw: Don't create a wastefully large index buffer.
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@ -276,6 +276,7 @@ struct d3d_device
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struct wined3d_device *wined3d_device;
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struct ddraw *ddraw;
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struct wined3d_buffer *indexbuffer;
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UINT indexbuffer_size;
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struct ddraw_surface *target;
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/* Viewport management */
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@ -240,7 +240,7 @@ static ULONG WINAPI d3d_device_inner_Release(IUnknown *iface)
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* care of that on uninit_3d(). */
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/* Free the index buffer. */
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wined3d_buffer_decref(This->indexbuffer);
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if (This->indexbuffer) wined3d_buffer_decref(This->indexbuffer);
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/* Set the device up to render to the front buffer since the back
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* buffer will vanish soon. */
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@ -4039,8 +4039,6 @@ static HRESULT d3d_device7_DrawIndexedPrimitiveVB(IDirect3DDevice7 *iface,
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struct d3d_device *This = impl_from_IDirect3DDevice7(iface);
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struct d3d_vertex_buffer *vb = unsafe_impl_from_IDirect3DVertexBuffer7(D3DVertexBuf);
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DWORD stride = get_flexible_vertex_size(vb->fvf);
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struct wined3d_resource *wined3d_resource;
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struct wined3d_resource_desc desc;
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WORD *LockedIndices;
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HRESULT hr;
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@ -4058,13 +4056,9 @@ static HRESULT d3d_device7_DrawIndexedPrimitiveVB(IDirect3DDevice7 *iface,
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wined3d_device_set_vertex_declaration(This->wined3d_device, vb->wineD3DVertexDeclaration);
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/* check that the buffer is large enough to hold the indices,
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* reallocate if necessary. */
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wined3d_resource = wined3d_buffer_get_resource(This->indexbuffer);
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wined3d_resource_get_desc(wined3d_resource, &desc);
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if (desc.size < IndexCount * sizeof(WORD))
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if (This->indexbuffer_size < IndexCount * sizeof(WORD))
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{
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UINT size = max(desc.size * 2, IndexCount * sizeof(WORD));
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UINT size = max(This->indexbuffer_size * 2, IndexCount * sizeof(WORD));
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struct wined3d_buffer *buffer;
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TRACE("Growing index buffer to %u bytes\n", size);
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@ -4073,13 +4067,14 @@ static HRESULT d3d_device7_DrawIndexedPrimitiveVB(IDirect3DDevice7 *iface,
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WINED3D_POOL_DEFAULT, NULL, &ddraw_null_wined3d_parent_ops, &buffer);
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if (FAILED(hr))
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{
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ERR("(%p) IWineD3DDevice::CreateIndexBuffer failed with hr = %08x\n", This, hr);
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ERR("(%p) wined3d_buffer_create_ib failed with hr = %08x\n", This, hr);
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wined3d_mutex_unlock();
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return hr;
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}
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wined3d_buffer_decref(This->indexbuffer);
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if (This->indexbuffer) wined3d_buffer_decref(This->indexbuffer);
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This->indexbuffer = buffer;
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This->indexbuffer_size = size;
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}
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/* Copy the index stream into the index buffer. A new IWineD3DDevice
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@ -6529,17 +6524,6 @@ static HRESULT d3d_device_init(struct d3d_device *device, struct ddraw *ddraw,
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device->legacy_projection = ident;
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device->legacy_clipspace = ident;
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/* Create an index buffer, it's needed for indexed drawing */
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hr = wined3d_buffer_create_ib(ddraw->wined3d_device, 0x40000 /* Length. Don't know how long it should be */,
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WINED3DUSAGE_DYNAMIC /* Usage */, WINED3D_POOL_DEFAULT, NULL,
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&ddraw_null_wined3d_parent_ops, &device->indexbuffer);
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if (FAILED(hr))
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{
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ERR("Failed to create an index buffer, hr %#x.\n", hr);
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ddraw_handle_table_destroy(&device->handle_table);
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return hr;
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}
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/* This is for convenience. */
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device->wined3d_device = ddraw->wined3d_device;
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wined3d_device_incref(ddraw->wined3d_device);
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@ -6549,7 +6533,6 @@ static HRESULT d3d_device_init(struct d3d_device *device, struct ddraw *ddraw,
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if (FAILED(hr))
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{
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ERR("Failed to set render target, hr %#x.\n", hr);
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wined3d_buffer_decref(device->indexbuffer);
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ddraw_handle_table_destroy(&device->handle_table);
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return hr;
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}
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