wined3d: Allocate all OpenGL buffer BOs from heap.

That is, no longer allocate a wined3d_bo_gl as part of the wined3d_buffer_gl
structure.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2021-11-09 11:36:05 -06:00 committed by Alexandre Julliard
parent c465f339a7
commit 83d60c5206
2 changed files with 8 additions and 4 deletions

View File

@ -171,9 +171,11 @@ static void wined3d_buffer_gl_destroy_buffer_object(struct wined3d_buffer_gl *bu
struct wined3d_context_gl *context_gl) struct wined3d_context_gl *context_gl)
{ {
struct wined3d_resource *resource = &buffer_gl->b.resource; struct wined3d_resource *resource = &buffer_gl->b.resource;
struct wined3d_bo_gl *bo_gl;
if (!buffer_gl->b.buffer_object) if (!buffer_gl->b.buffer_object)
return; return;
bo_gl = wined3d_bo_gl(buffer_gl->b.buffer_object);
if (context_gl->c.transform_feedback_active && (resource->bind_flags & WINED3D_BIND_STREAM_OUTPUT) if (context_gl->c.transform_feedback_active && (resource->bind_flags & WINED3D_BIND_STREAM_OUTPUT)
&& wined3d_context_is_graphics_state_dirty(&context_gl->c, STATE_STREAM_OUTPUT)) && wined3d_context_is_graphics_state_dirty(&context_gl->c, STATE_STREAM_OUTPUT))
@ -191,7 +193,8 @@ static void wined3d_buffer_gl_destroy_buffer_object(struct wined3d_buffer_gl *bu
buffer_gl->b.bo_user.valid = false; buffer_gl->b.bo_user.valid = false;
list_remove(&buffer_gl->b.bo_user.entry); list_remove(&buffer_gl->b.bo_user.entry);
wined3d_context_gl_destroy_bo(context_gl, &buffer_gl->bo); wined3d_context_gl_destroy_bo(context_gl, bo_gl);
heap_free(bo_gl);
buffer_gl->b.buffer_object = NULL; buffer_gl->b.buffer_object = NULL;
} }
@ -210,6 +213,9 @@ static BOOL wined3d_buffer_gl_create_buffer_object(struct wined3d_buffer_gl *buf
TRACE("Creating an OpenGL buffer object for wined3d buffer %p with usage %s.\n", TRACE("Creating an OpenGL buffer object for wined3d buffer %p with usage %s.\n",
buffer_gl, debug_d3dusage(buffer_gl->b.resource.usage)); buffer_gl, debug_d3dusage(buffer_gl->b.resource.usage));
if (!(bo = heap_alloc(sizeof(*bo))))
return FALSE;
size = buffer_gl->b.resource.size; size = buffer_gl->b.resource.size;
binding = wined3d_buffer_gl_binding_from_bind_flags(gl_info, buffer_gl->b.resource.bind_flags); binding = wined3d_buffer_gl_binding_from_bind_flags(gl_info, buffer_gl->b.resource.bind_flags);
if (buffer_gl->b.resource.usage & WINED3DUSAGE_DYNAMIC) if (buffer_gl->b.resource.usage & WINED3DUSAGE_DYNAMIC)
@ -218,12 +224,12 @@ static BOOL wined3d_buffer_gl_create_buffer_object(struct wined3d_buffer_gl *buf
coherent = false; coherent = false;
} }
gl_storage_flags = wined3d_resource_gl_storage_flags(&buffer_gl->b.resource); gl_storage_flags = wined3d_resource_gl_storage_flags(&buffer_gl->b.resource);
bo = &buffer_gl->bo;
if (!wined3d_context_gl_create_bo(context_gl, size, binding, usage, coherent, gl_storage_flags, bo)) if (!wined3d_context_gl_create_bo(context_gl, size, binding, usage, coherent, gl_storage_flags, bo))
{ {
ERR("Failed to create OpenGL buffer object.\n"); ERR("Failed to create OpenGL buffer object.\n");
buffer_gl->b.flags &= ~WINED3D_BUFFER_USE_BO; buffer_gl->b.flags &= ~WINED3D_BUFFER_USE_BO;
buffer_clear_dirty_areas(&buffer_gl->b); buffer_clear_dirty_areas(&buffer_gl->b);
heap_free(bo);
return FALSE; return FALSE;
} }

View File

@ -5087,8 +5087,6 @@ HRESULT wined3d_buffer_no3d_init(struct wined3d_buffer *buffer_no3d, struct wine
struct wined3d_buffer_gl struct wined3d_buffer_gl
{ {
struct wined3d_buffer b; struct wined3d_buffer b;
struct wined3d_bo_gl bo;
}; };
static inline struct wined3d_buffer_gl *wined3d_buffer_gl(struct wined3d_buffer *buffer) static inline struct wined3d_buffer_gl *wined3d_buffer_gl(struct wined3d_buffer *buffer)