wined3d: Do not add wined3d internal resources to the device resource list.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -57,6 +57,7 @@ static void resource_check_usage(DWORD usage)
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| WINED3DUSAGE_AUTOGENMIPMAP
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| WINED3DUSAGE_STATICDECL
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| WINED3DUSAGE_OVERLAY
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| WINED3DUSAGE_PRIVATE
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| WINED3DUSAGE_LEGACY_CUBEMAP
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| WINED3DUSAGE_TEXTURE;
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@ -216,19 +217,22 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
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resource->heap_memory = NULL;
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}
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/* Check that we have enough video ram left */
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if (pool == WINED3D_POOL_DEFAULT && device->wined3d->flags & WINED3D_VIDMEM_ACCOUNTING)
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if (!(usage & WINED3DUSAGE_PRIVATE))
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{
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if (size > wined3d_device_get_available_texture_mem(device))
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/* Check that we have enough video ram left */
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if (pool == WINED3D_POOL_DEFAULT && device->wined3d->flags & WINED3D_VIDMEM_ACCOUNTING)
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{
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ERR("Out of adapter memory\n");
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wined3d_resource_free_sysmem(resource);
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return WINED3DERR_OUTOFVIDEOMEMORY;
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if (size > wined3d_device_get_available_texture_mem(device))
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{
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ERR("Out of adapter memory\n");
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wined3d_resource_free_sysmem(resource);
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return WINED3DERR_OUTOFVIDEOMEMORY;
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}
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adapter_adjust_memory(device->adapter, size);
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}
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adapter_adjust_memory(device->adapter, size);
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}
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device_resource_add(device, resource);
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device_resource_add(device, resource);
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}
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return WINED3D_OK;
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}
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@ -248,13 +252,16 @@ void resource_cleanup(struct wined3d_resource *resource)
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TRACE("Cleaning up resource %p.\n", resource);
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if (resource->pool == WINED3D_POOL_DEFAULT && d3d->flags & WINED3D_VIDMEM_ACCOUNTING)
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if (!(resource->usage & WINED3DUSAGE_PRIVATE))
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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, (INT64)0 - resource->size);
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}
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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, (INT64)0 - resource->size);
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}
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device_resource_released(resource->device, resource);
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device_resource_released(resource->device, resource);
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}
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wined3d_resource_acquire(resource);
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wined3d_cs_destroy_object(resource->device->cs, wined3d_resource_destroy_object, resource);
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}
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@ -1271,7 +1271,7 @@ static struct wined3d_texture *surface_convert_format(struct wined3d_texture *sr
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desc.format = dst_format->id;
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desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
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desc.multisample_quality = 0;
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desc.usage = 0;
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desc.usage = WINED3DUSAGE_PRIVATE;
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desc.pool = WINED3D_POOL_SCRATCH;
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desc.width = wined3d_texture_get_level_width(src_texture, texture_level);
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desc.height = wined3d_texture_get_level_height(src_texture, texture_level);
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@ -870,6 +870,7 @@ enum wined3d_shader_byte_code_format
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#define WINED3DUSAGE_TEXTAPI 0x10000000
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#define WINED3DUSAGE_MASK 0x10007fff
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#define WINED3DUSAGE_PRIVATE 0x00400000
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#define WINED3DUSAGE_LEGACY_CUBEMAP 0x00800000
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#define WINED3DUSAGE_TEXTURE 0x01000000
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#define WINED3DUSAGE_OWNDC 0x02000000
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