wined3d: Count all bo's towards retired bo size.
Some memory may be counted more than once, as suballocations and as backing memory for these suballocations. It doesn't seem worth worrying about, since the threshold and the mechanism itself are heuristic. Signed-off-by: Jan Sikorski <jsikorski@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -901,6 +901,9 @@ void wined3d_context_vk_destroy_bo(struct wined3d_context_vk *context_vk, const
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TRACE("context_vk %p, bo %p.\n", context_vk, bo);
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if (bo->command_buffer_id == context_vk->current_command_buffer.id)
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context_vk->retired_bo_size += bo->size;
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if ((slab_vk = bo->slab))
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{
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if (bo->map_ptr)
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@ -923,9 +926,6 @@ void wined3d_context_vk_destroy_bo(struct wined3d_context_vk *context_vk, const
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if (bo->map_ptr)
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VK_CALL(vkUnmapMemory(device_vk->vk_device, bo->vk_memory));
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wined3d_context_vk_destroy_vk_memory(context_vk, bo->vk_memory, bo->command_buffer_id);
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if (bo->command_buffer_id == context_vk->current_command_buffer.id)
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context_vk->retired_bo_size += bo->size;
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}
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void wined3d_context_vk_poll_command_buffers(struct wined3d_context_vk *context_vk)
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