wined3d: Introduce wined3d_buffer_evict_sysmem().
For consistency with the texture code. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -40,6 +40,19 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
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#define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
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static void wined3d_buffer_evict_sysmem(struct wined3d_buffer *buffer)
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{
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if (buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
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{
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TRACE("Not evicting system memory for buffer %p.\n", buffer);
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return;
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}
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TRACE("Evicting system memory for buffer %p.\n", buffer);
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wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_SYSMEM);
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wined3d_resource_free_sysmem(&buffer->resource);
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}
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static void buffer_invalidate_bo_range(struct wined3d_buffer *buffer, unsigned int offset, unsigned int size)
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{
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if (!offset && (!size || size == buffer->resource.size))
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@ -250,15 +263,11 @@ static BOOL buffer_create_buffer_object(struct wined3d_buffer *buffer, struct wi
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buffer->buffer_object_usage = gl_usage;
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if (buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
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{
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buffer_invalidate_bo_range(buffer, 0, 0);
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}
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else
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{
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wined3d_resource_free_sysmem(&buffer->resource);
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wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
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wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_SYSMEM);
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}
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wined3d_buffer_evict_sysmem(buffer);
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return TRUE;
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