wined3d: Add a function for allocating aligned resource memory.
This commit is contained in:
parent
9d75a517c2
commit
4dd4a6913b
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@ -3,7 +3,7 @@
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* Copyright 2002-2005 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2007-2010 Stefan Dösinger for CodeWeavers
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* Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
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* Copyright 2009-2010 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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@ -189,9 +189,9 @@ static void buffer_create_buffer_object(struct wined3d_buffer *This, const struc
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}
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else
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{
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HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
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wined3d_resource_free_sysmem(This->resource.heap_memory);
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This->resource.allocatedMemory = NULL;
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This->resource.heapMemory = NULL;
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This->resource.heap_memory = NULL;
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}
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return;
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@ -492,8 +492,8 @@ BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_inf
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/* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
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if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
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This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
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This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
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This->resource.heap_memory = wined3d_resource_allocate_sysmem(This->resource.size);
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This->resource.allocatedMemory = This->resource.heap_memory;
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if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
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device_invalidate_state(This->resource.device, STATE_INDEXBUFFER);
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@ -4,6 +4,7 @@
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2009-2010 Henri Verbeet for CodeWeavers
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* Copyright 2006-2008, 2013 Stefan Dösinger for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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@ -111,8 +112,8 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
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if (size)
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{
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resource->heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, size + RESOURCE_ALIGNMENT);
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if (!resource->heapMemory)
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resource->heap_memory = wined3d_resource_allocate_sysmem(size);
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if (!resource->heap_memory)
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{
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ERR("Out of memory!\n");
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return WINED3DERR_OUTOFVIDEOMEMORY;
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@ -120,10 +121,9 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
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}
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else
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{
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resource->heapMemory = NULL;
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resource->heap_memory = NULL;
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}
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resource->allocatedMemory = (BYTE *)(((ULONG_PTR)resource->heapMemory
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+ (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
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resource->allocatedMemory = resource->heap_memory;
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/* Check that we have enough video ram left */
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if (pool == WINED3D_POOL_DEFAULT && d3d->flags & WINED3D_VIDMEM_ACCOUNTING)
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@ -131,7 +131,7 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
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if (size > wined3d_device_get_available_texture_mem(device))
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{
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ERR("Out of adapter memory\n");
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HeapFree(GetProcessHeap(), 0, resource->heapMemory);
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wined3d_resource_free_sysmem(resource->heap_memory);
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return WINED3DERR_OUTOFVIDEOMEMORY;
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}
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adapter_adjust_memory(device->adapter, size);
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@ -165,9 +165,9 @@ void resource_cleanup(struct wined3d_resource *resource)
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ERR("Failed to free private data when destroying resource %p, hr = %#x.\n", resource, hr);
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}
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HeapFree(GetProcessHeap(), 0, resource->heapMemory);
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resource->allocatedMemory = 0;
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resource->heapMemory = 0;
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wined3d_resource_free_sysmem(resource->heap_memory);
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resource->allocatedMemory = NULL;
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resource->heap_memory = NULL;
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device_resource_released(resource->device, resource);
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}
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@ -335,3 +335,28 @@ void CDECL wined3d_resource_get_desc(const struct wined3d_resource *resource, st
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desc->depth = resource->depth;
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desc->size = resource->size;
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}
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void *wined3d_resource_allocate_sysmem(SIZE_T size)
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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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void *mem;
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if (!(mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, size + align)))
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return NULL;
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p = (void **)(((ULONG_PTR)mem + align) & ~(RESOURCE_ALIGNMENT - 1)) - 1;
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*p = mem;
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return ++p;
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}
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void wined3d_resource_free_sysmem(void *mem)
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{
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void **p = mem;
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if (!mem)
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return;
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HeapFree(GetProcessHeap(), 0, *(--p));
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}
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@ -6,7 +6,7 @@
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* Copyright 2002-2003 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2006-2011 Stefan Dösinger for CodeWeavers
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* Copyright 2006-2011, 2013 Stefan Dösinger for CodeWeavers
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* Copyright 2007-2008 Henri Verbeet
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* Copyright 2006-2008 Roderick Colenbrander
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* Copyright 2009-2011 Henri Verbeet for CodeWeavers
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@ -572,8 +572,8 @@ static void surface_load_pbo(struct wined3d_surface *surface, const struct wined
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/* We don't need the system memory anymore and we can't even use it for PBOs. */
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if (!(surface->flags & SFLAG_CLIENT))
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{
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HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
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surface->resource.heapMemory = NULL;
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wined3d_resource_free_sysmem(surface->resource.heap_memory);
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surface->resource.heap_memory = NULL;
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}
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surface->resource.allocatedMemory = NULL;
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surface->flags |= SFLAG_PBO;
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@ -592,11 +592,10 @@ static void surface_prepare_system_memory(struct wined3d_surface *surface)
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{
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/* Whatever surface we have, make sure that there is memory allocated
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* for the downloaded copy, or a PBO to map. */
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if (!surface->resource.heapMemory)
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surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, surface->resource.size + RESOURCE_ALIGNMENT);
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if (!surface->resource.heap_memory)
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surface->resource.heap_memory = wined3d_resource_allocate_sysmem(surface->resource.size);
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surface->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
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+ (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
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surface->resource.allocatedMemory = surface->resource.heap_memory;
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if (surface->flags & SFLAG_INSYSMEM)
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ERR("Surface without memory or PBO has SFLAG_INSYSMEM set.\n");
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@ -608,9 +607,9 @@ static void surface_evict_sysmem(struct wined3d_surface *surface)
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if (surface->resource.map_count || (surface->flags & SFLAG_DONOTFREE))
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return;
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HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
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wined3d_resource_free_sysmem(surface->resource.heap_memory);
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surface->resource.allocatedMemory = NULL;
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surface->resource.heapMemory = NULL;
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surface->resource.heap_memory = NULL;
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surface_modify_location(surface, SFLAG_INSYSMEM, FALSE);
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}
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@ -1778,14 +1777,13 @@ static void surface_remove_pbo(struct wined3d_surface *surface, const struct win
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}
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else
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{
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if (!surface->resource.heapMemory)
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surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, surface->resource.size + RESOURCE_ALIGNMENT);
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if (!surface->resource.heap_memory)
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surface->resource.heap_memory = wined3d_resource_allocate_sysmem(surface->resource.size);
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else if (!(surface->flags & SFLAG_CLIENT))
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ERR("Surface %p has heapMemory %p and flags %#x.\n",
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surface, surface->resource.heapMemory, surface->flags);
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ERR("Surface %p has heap_memory %p and flags %#x.\n",
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surface, surface->resource.heap_memory, surface->flags);
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surface->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
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+ (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
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surface->resource.allocatedMemory = surface->resource.heap_memory;
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}
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GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
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@ -1804,10 +1802,10 @@ static BOOL surface_init_sysmem(struct wined3d_surface *surface)
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{
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if (!surface->resource.allocatedMemory)
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{
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if (!surface->resource.heapMemory)
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if (!surface->resource.heap_memory)
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{
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if (!(surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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surface->resource.size + RESOURCE_ALIGNMENT)))
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surface->resource.heap_memory = wined3d_resource_allocate_sysmem(surface->resource.size);
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if (!surface->resource.heap_memory)
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{
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ERR("Failed to allocate memory.\n");
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return FALSE;
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@ -1815,12 +1813,11 @@ static BOOL surface_init_sysmem(struct wined3d_surface *surface)
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}
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else if (!(surface->flags & SFLAG_CLIENT))
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{
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ERR("Surface %p has heapMemory %p and flags %#x.\n",
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surface, surface->resource.heapMemory, surface->flags);
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ERR("Surface %p has heap_memory %p and flags %#x.\n",
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surface, surface->resource.heap_memory, surface->flags);
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}
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surface->resource.allocatedMemory =
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(BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
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surface->resource.allocatedMemory = surface->resource.heap_memory;
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}
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else
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{
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@ -1963,8 +1960,8 @@ static HRESULT gdi_surface_private_setup(struct wined3d_surface *surface)
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hr = surface_create_dib_section(surface);
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if (SUCCEEDED(hr))
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{
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HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
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surface->resource.heapMemory = NULL;
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wined3d_resource_free_sysmem(surface->resource.heap_memory);
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surface->resource.heap_memory = NULL;
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surface->resource.allocatedMemory = surface->dib.bitmap_data;
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}
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@ -2023,8 +2020,8 @@ static void gdi_surface_map(struct wined3d_surface *surface, const RECT *rect, D
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ERR("Failed to create dib section, hr %#x.\n", hr);
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return;
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}
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HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
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surface->resource.heapMemory = NULL;
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wined3d_resource_free_sysmem(surface->resource.heap_memory);
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surface->resource.heap_memory = NULL;
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surface->resource.allocatedMemory = surface->dib.bitmap_data;
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}
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}
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@ -2691,9 +2688,8 @@ static void surface_allocate_surface(struct wined3d_surface *surface, const stru
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/* Point OpenGL to our allocated texture memory. Do not use
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* resource.allocatedMemory here because it might point into a
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* PBO. Instead use heapMemory, but get the alignment right. */
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mem = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
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+ (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
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* PBO. Instead use heap_memory. */
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mem = surface->resource.heap_memory;
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gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
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checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
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@ -3255,8 +3251,8 @@ HRESULT CDECL wined3d_surface_set_mem(struct wined3d_surface *surface, void *mem
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}
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else if (!(surface->flags & SFLAG_USERPTR))
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{
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release = surface->resource.heapMemory;
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surface->resource.heapMemory = NULL;
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release = surface->resource.heap_memory;
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surface->resource.heap_memory = NULL;
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}
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surface->resource.allocatedMemory = mem;
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surface->flags |= SFLAG_USERPTR;
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@ -3269,12 +3265,12 @@ HRESULT CDECL wined3d_surface_set_mem(struct wined3d_surface *surface, void *mem
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surface_release_client_storage(surface);
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/* Now free the old memory if any. */
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HeapFree(GetProcessHeap(), 0, release);
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wined3d_resource_free_sysmem(release);
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}
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else if (surface->flags & SFLAG_USERPTR)
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{
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/* HeapMemory should be NULL already. */
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if (surface->resource.heapMemory)
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/* heap_memory should be NULL already. */
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if (surface->resource.heap_memory)
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ERR("User pointer surface has heap memory allocated.\n");
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if (!mem)
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@ -3458,8 +3454,8 @@ HRESULT CDECL wined3d_surface_update_desc(struct wined3d_surface *surface,
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surface->flags &= ~(SFLAG_LOCATIONS | SFLAG_USERPTR);
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surface->resource.allocatedMemory = NULL;
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HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
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surface->resource.heapMemory = NULL;
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wined3d_resource_free_sysmem(surface->resource.heap_memory);
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surface->resource.heap_memory = NULL;
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surface->resource.width = width;
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surface->resource.height = height;
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@ -3955,8 +3951,8 @@ HRESULT CDECL wined3d_surface_getdc(struct wined3d_surface *surface, HDC *dc)
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/* Use the DIB section from now on if we are not using a PBO. */
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if (!(surface->flags & (SFLAG_PBO | SFLAG_PIN_SYSMEM)))
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{
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HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
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surface->resource.heapMemory = NULL;
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wined3d_resource_free_sysmem(surface->resource.heap_memory);
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surface->resource.heap_memory = NULL;
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surface->resource.allocatedMemory = surface->dib.bitmap_data;
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}
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}
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@ -4785,9 +4781,9 @@ void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back)
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front->resource.allocatedMemory = back->resource.allocatedMemory;
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back->resource.allocatedMemory = tmp;
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tmp = front->resource.heapMemory;
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front->resource.heapMemory = back->resource.heapMemory;
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back->resource.heapMemory = tmp;
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tmp = front->resource.heap_memory;
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front->resource.heap_memory = back->resource.heap_memory;
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back->resource.heap_memory = tmp;
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}
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/* Flip the PBO */
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@ -5456,9 +5452,9 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(struct wined3d_surface *dst_surfa
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if (!dst_surface->resource.map_count && !(dst_surface->flags & SFLAG_DONOTFREE))
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{
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HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
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wined3d_resource_free_sysmem(dst_surface->resource.heap_memory);
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dst_surface->resource.allocatedMemory = NULL;
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dst_surface->resource.heapMemory = NULL;
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dst_surface->resource.heap_memory = NULL;
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}
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else
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{
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@ -7224,8 +7220,8 @@ static HRESULT surface_init(struct wined3d_surface *surface, UINT alignment, UIN
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if ((usage & WINED3DUSAGE_OWNDC) && !surface->hDC
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&& SUCCEEDED(surface_create_dib_section(surface)))
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{
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HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
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surface->resource.heapMemory = NULL;
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wined3d_resource_free_sysmem(surface->resource.heap_memory);
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surface->resource.heap_memory = NULL;
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surface->resource.allocatedMemory = surface->dib.bitmap_data;
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}
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@ -737,10 +737,10 @@ static void swapchain_gdi_present(struct wined3d_swapchain *swapchain, const REC
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front->resource.allocatedMemory = back->resource.allocatedMemory;
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back->resource.allocatedMemory = tmp;
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if (front->resource.heapMemory)
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if (front->resource.heap_memory)
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ERR("GDI Surface %p has heap memory allocated.\n", front);
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if (back->resource.heapMemory)
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if (back->resource.heap_memory)
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ERR("GDI Surface %p has heap memory allocated.\n", back);
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}
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@ -1926,6 +1926,9 @@ struct wined3d_resource_ops
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void (*resource_unload)(struct wined3d_resource *resource);
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};
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void *wined3d_resource_allocate_sysmem(SIZE_T size) DECLSPEC_HIDDEN;
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void wined3d_resource_free_sysmem(void *mem) DECLSPEC_HIDDEN;
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struct wined3d_resource
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{
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LONG ref;
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@ -1935,19 +1938,19 @@ struct wined3d_resource
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enum wined3d_resource_type type;
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const struct wined3d_format *format;
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enum wined3d_multisample_type multisample_type;
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UINT multisample_quality;
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DWORD usage;
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UINT multisample_quality;
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DWORD usage;
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enum wined3d_pool pool;
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DWORD access_flags;
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UINT width;
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UINT height;
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UINT depth;
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UINT size;
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DWORD priority;
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BYTE *allocatedMemory; /* Pointer to the real data location */
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BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
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struct list privateData;
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struct list resource_list_entry;
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UINT size;
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DWORD priority;
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BYTE *allocatedMemory; /* Pointer to the real data location */
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void *heap_memory;
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struct list privateData;
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struct list resource_list_entry;
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void *parent;
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const struct wined3d_parent_ops *parent_ops;
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