d3d: d3d9ex does not do video memory accounting for D3DPOOL_DEFAULT resources.
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124d5a879d
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@ -404,11 +404,13 @@ static const struct IDirect3D8Vtbl d3d8_vtbl =
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BOOL d3d8_init(struct d3d8 *d3d8)
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{
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DWORD flags = WINED3D_LEGACY_DEPTH_BIAS | WINED3D_VIDMEM_ACCOUNTING;
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d3d8->IDirect3D8_iface.lpVtbl = &d3d8_vtbl;
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d3d8->refcount = 1;
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wined3d_mutex_lock();
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d3d8->wined3d = wined3d_create(8, WINED3D_LEGACY_DEPTH_BIAS);
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d3d8->wined3d = wined3d_create(8, flags);
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wined3d_mutex_unlock();
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if (!d3d8->wined3d)
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return FALSE;
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@ -632,11 +632,12 @@ static const struct IDirect3D9ExVtbl d3d9_vtbl =
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BOOL d3d9_init(struct d3d9 *d3d9, BOOL extended)
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{
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DWORD flags = extended ? 0 : WINED3D_VIDMEM_ACCOUNTING;
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d3d9->IDirect3D9Ex_iface.lpVtbl = &d3d9_vtbl;
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d3d9->refcount = 1;
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wined3d_mutex_lock();
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d3d9->wined3d = wined3d_create(9, 0);
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d3d9->wined3d = wined3d_create(9, flags);
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wined3d_mutex_unlock();
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if (!d3d9->wined3d)
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return FALSE;
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@ -5234,7 +5234,7 @@ HRESULT ddraw_init(struct ddraw *ddraw, enum wined3d_device_type device_type)
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ddraw->numIfaces = 1;
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ddraw->ref7 = 1;
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flags = WINED3D_LEGACY_DEPTH_BIAS;
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flags = WINED3D_LEGACY_DEPTH_BIAS | WINED3D_VIDMEM_ACCOUNTING;
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if (DefaultSurfaceType != DDRAW_SURFACE_TYPE_OPENGL)
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flags |= WINED3D_NO3D;
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@ -84,6 +84,8 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
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void *parent, const struct wined3d_parent_ops *parent_ops,
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const struct wined3d_resource_ops *resource_ops)
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{
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const struct wined3d *d3d = device->wined3d;
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resource->ref = 1;
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resource->device = device;
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resource->type = type;
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@ -124,7 +126,7 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
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+ (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
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/* Check that we have enough video ram left */
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if (pool == WINED3D_POOL_DEFAULT)
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if (pool == WINED3D_POOL_DEFAULT && d3d->flags & WINED3D_VIDMEM_ACCOUNTING)
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{
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if (size > wined3d_device_get_available_texture_mem(device))
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{
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@ -142,13 +144,14 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
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void resource_cleanup(struct wined3d_resource *resource)
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{
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const struct wined3d *d3d = resource->device->wined3d;
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struct private_data *data;
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struct list *e1, *e2;
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HRESULT hr;
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TRACE("Cleaning up resource %p.\n", resource);
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if (resource->pool == WINED3D_POOL_DEFAULT)
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if (resource->pool == WINED3D_POOL_DEFAULT && d3d->flags & WINED3D_VIDMEM_ACCOUNTING)
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{
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TRACE("Decrementing device memory pool by %u.\n", resource->size);
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adapter_adjust_memory(resource->device->adapter, 0 - resource->size);
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@ -1216,6 +1216,7 @@ enum wined3d_display_rotation
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#define WINED3D_LEGACY_DEPTH_BIAS 0x00000001
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#define WINED3D_NO3D 0x00000002
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#define WINED3D_VIDMEM_ACCOUNTING 0x00000004
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#define WINED3D_RESZ_CODE 0x7fa05000
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