wined3d: Try to avoid allocating sysmem for GPU buffers with initial data.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1379,9 +1379,6 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device
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buffer->bind_flags = bind_flags;
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buffer->locations = data ? WINED3D_LOCATION_DISCARDED : WINED3D_LOCATION_SYSMEM;
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if (!wined3d_resource_allocate_sysmem(&buffer->resource))
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return E_OUTOFMEMORY;
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TRACE("buffer %p, size %#x, usage %#x, format %s, memory @ %p.\n",
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buffer, buffer->resource.size, buffer->resource.usage,
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debug_d3dformat(buffer->resource.format->id), buffer->resource.heap_memory);
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@ -1394,6 +1391,7 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device
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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->locations = WINED3D_LOCATION_SYSMEM;
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}
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/* Observations show that draw_primitive_immediate_mode() is faster on
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@ -1418,6 +1416,12 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device
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buffer->flags |= WINED3D_BUFFER_USE_BO;
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}
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if (buffer->locations & WINED3D_LOCATION_SYSMEM || !(buffer->flags & WINED3D_BUFFER_USE_BO))
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{
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if (!wined3d_resource_allocate_sysmem(&buffer->resource))
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return E_OUTOFMEMORY;
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}
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if (!(buffer->maps = heap_alloc(sizeof(*buffer->maps))))
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{
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ERR("Out of memory.\n");
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