wined3d: Move volume sysmem allocation into a separate function.
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@ -203,6 +203,19 @@ void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *
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wined3d_volume_load_location(volume, context, WINED3D_LOCATION_TEXTURE_RGB);
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}
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static BOOL volume_prepare_system_memory(struct wined3d_volume *volume)
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{
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if (volume->resource.allocatedMemory)
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return TRUE;
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volume->resource.heap_memory = wined3d_resource_allocate_sysmem(volume->resource.size);
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if (!volume->resource.heap_memory)
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return FALSE;
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volume->resource.allocatedMemory = volume->resource.heap_memory;
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return TRUE;
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}
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static void volume_unload(struct wined3d_resource *resource)
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{
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struct wined3d_volume *volume = volume_from_resource(resource);
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@ -214,13 +227,19 @@ static void volume_unload(struct wined3d_resource *resource)
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TRACE("texture %p.\n", resource);
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context = context_acquire(device, NULL);
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wined3d_volume_load_location(volume, context, WINED3D_LOCATION_SYSMEM);
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context_release(context);
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wined3d_volume_invalidate_location(volume, ~WINED3D_LOCATION_SYSMEM);
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if (volume_prepare_system_memory(volume))
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{
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context = context_acquire(device, NULL);
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wined3d_volume_load_location(volume, context, WINED3D_LOCATION_SYSMEM);
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context_release(context);
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wined3d_volume_invalidate_location(volume, ~WINED3D_LOCATION_SYSMEM);
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}
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else
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{
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ERR("Out of memory when unloading volume %p.\n", volume);
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wined3d_volume_validate_location(volume, WINED3D_LOCATION_DISCARDED);
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wined3d_volume_invalidate_location(volume, ~WINED3D_LOCATION_DISCARDED);
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}
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/* The texture name is managed by the container. */
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volume->flags &= ~WINED3D_VFLAG_ALLOCATED;
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@ -306,16 +325,11 @@ HRESULT CDECL wined3d_volume_map(struct wined3d_volume *volume,
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TRACE("volume %p, map_desc %p, box %p, flags %#x.\n",
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volume, map_desc, box, flags);
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if (!volume->resource.allocatedMemory)
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if (!volume_prepare_system_memory(volume))
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{
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volume->resource.heap_memory = wined3d_resource_allocate_sysmem(volume->resource.size);
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if (!volume->resource.heap_memory)
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{
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WARN("Out of memory.\n");
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map_desc->data = NULL;
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return E_OUTOFMEMORY;
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}
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volume->resource.allocatedMemory = volume->resource.heap_memory;
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WARN("Out of memory.\n");
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map_desc->data = NULL;
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return E_OUTOFMEMORY;
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}
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if (!(volume->locations & WINED3D_LOCATION_SYSMEM))
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