wined3d: Move the "pin sysmem" flag to struct wined3d_resource.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -30,7 +30,6 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define WINED3D_BUFFER_HASDESC 0x01 /* A vertex description has been found. */
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#define WINED3D_BUFFER_USE_BO 0x02 /* Use a buffer object for this buffer. */
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#define WINED3D_BUFFER_PIN_SYSMEM 0x04 /* Keep a system memory copy for this buffer. */
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#define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
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#define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
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@ -47,7 +46,7 @@ struct wined3d_buffer_ops
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static void wined3d_buffer_evict_sysmem(struct wined3d_buffer *buffer)
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{
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if (buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
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if (buffer->resource.pin_sysmem)
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{
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TRACE("Not evicting system memory for buffer %p.\n", buffer);
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return;
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@ -513,7 +512,7 @@ static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined
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ERR("Failed to load system memory.\n");
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return;
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}
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buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
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buffer->resource.pin_sysmem = 1;
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/* Now for each vertex in the buffer that needs conversion. */
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vertex_count = buffer->resource.size / buffer->stride;
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@ -666,7 +665,7 @@ BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
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BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
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{
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if (wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
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buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
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buffer->resource.pin_sysmem = 1;
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return buffer->resource.heap_memory;
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}
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@ -966,7 +965,7 @@ static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resourc
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if (((flags & WINED3D_MAP_WRITE) && !(flags & (WINED3D_MAP_NOOVERWRITE | WINED3D_MAP_DISCARD)))
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|| (!(flags & WINED3D_MAP_WRITE) && (buffer->locations & WINED3D_LOCATION_SYSMEM))
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|| buffer->flags & WINED3D_BUFFER_PIN_SYSMEM
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|| buffer->resource.pin_sysmem
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|| !(buffer->flags & WINED3D_BUFFER_USE_BO))
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{
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if (!(buffer->locations & WINED3D_LOCATION_SYSMEM))
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@ -1036,7 +1035,7 @@ static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resourc
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{
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TRACE("Falling back to doublebuffered operation.\n");
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wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
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buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
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buffer->resource.pin_sysmem = 1;
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}
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TRACE("New pointer is %p.\n", resource->heap_memory);
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}
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@ -1302,7 +1301,7 @@ static HRESULT wined3d_buffer_init(struct wined3d_buffer *buffer, struct wined3d
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* maps and retain data in DISCARD maps. Keep a system memory copy of
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* the buffer to provide the same behavior to the application. */
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TRACE("Pinning system memory.\n");
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buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
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buffer->resource.pin_sysmem = 1;
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buffer->locations = WINED3D_LOCATION_SYSMEM;
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}
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@ -48,8 +48,8 @@ struct wined3d_rect_f
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BOOL wined3d_texture_can_use_pbo(const struct wined3d_texture *texture, const struct wined3d_d3d_info *d3d_info)
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{
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if (!d3d_info->pbo || texture->resource.format->conv_byte_count
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|| (texture->flags & (WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_COND_NP2_EMULATED)))
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if (!d3d_info->pbo || texture->resource.format->conv_byte_count || texture->resource.pin_sysmem
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|| (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED))
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return FALSE;
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return TRUE;
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@ -666,7 +666,8 @@ static void wined3d_texture_evict_sysmem(struct wined3d_texture *texture)
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struct wined3d_texture_sub_resource *sub_resource;
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unsigned int i, sub_count;
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if (texture->flags & (WINED3D_TEXTURE_CONVERTED | WINED3D_TEXTURE_PIN_SYSMEM)
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if ((texture->flags & WINED3D_TEXTURE_CONVERTED)
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|| texture->resource.pin_sysmem
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|| texture->download_count > WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD)
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{
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TRACE("Not evicting system memory for texture %p.\n", texture);
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@ -2462,8 +2463,8 @@ static void wined3d_texture_gl_upload_data(struct wined3d_context *context,
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if (dst_texture->sub_resources[dst_sub_resource_idx].map_count)
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{
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WARN("Uploading a texture that is currently mapped, setting WINED3D_TEXTURE_PIN_SYSMEM.\n");
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dst_texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM;
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WARN("Uploading a texture that is currently mapped, pinning sysmem.\n");
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dst_texture->resource.pin_sysmem = 1;
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}
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if (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
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@ -3825,7 +3826,10 @@ static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struc
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texture->flags |= WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS
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| WINED3D_TEXTURE_DOWNLOADABLE;
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if (flags & WINED3D_TEXTURE_CREATE_GET_DC_LENIENT)
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texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_GET_DC_LENIENT;
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{
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texture->flags |= WINED3D_TEXTURE_GET_DC_LENIENT;
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texture->resource.pin_sysmem = 1;
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}
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if (flags & (WINED3D_TEXTURE_CREATE_GET_DC | WINED3D_TEXTURE_CREATE_GET_DC_LENIENT))
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texture->flags |= WINED3D_TEXTURE_GET_DC;
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if (flags & WINED3D_TEXTURE_CREATE_DISCARD)
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@ -5744,7 +5748,7 @@ static bool blitter_use_cpu_clear(struct wined3d_rendertarget_view *view)
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locations = texture->sub_resources[view->sub_resource_idx].locations;
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if (locations & (resource->map_binding | WINED3D_LOCATION_DISCARDED))
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return !(resource->access & WINED3D_RESOURCE_ACCESS_GPU)
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|| (texture->flags & WINED3D_TEXTURE_PIN_SYSMEM);
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|| texture->resource.pin_sysmem;
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return !(resource->access & WINED3D_RESOURCE_ACCESS_GPU)
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&& !(texture->flags & WINED3D_TEXTURE_CONVERTED);
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@ -4332,6 +4332,8 @@ struct wined3d_resource
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DWORD priority;
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void *heap_memory;
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uint32_t pin_sysmem : 1;
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struct wined3d_client_resource client;
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void *parent;
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@ -4450,7 +4452,6 @@ struct wined3d_texture_ops
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#define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040
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#define WINED3D_TEXTURE_SRGB_VALID 0x00000080
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#define WINED3D_TEXTURE_CONVERTED 0x00000100
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#define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200
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#define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
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#define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800
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#define WINED3D_TEXTURE_DC_IN_USE 0x00001000
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