[PATCH 2/5] wined3d: Wrap resource->heapMemory into a structure
Stefan Dösinger
stefan at codeweavers.com
Mon Aug 19 03:52:32 CDT 2013
---
dlls/wined3d/buffer.c | 10 ++---
dlls/wined3d/resource.c | 19 ++++-----
dlls/wined3d/surface.c | 88 ++++++++++++++++++++----------------------
dlls/wined3d/swapchain.c | 4 +-
dlls/wined3d/utils.c | 30 +++++++++++++-
dlls/wined3d/wined3d_private.h | 25 ++++++++----
6 files changed, 105 insertions(+), 71 deletions(-)
diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c
index 4bfca33..2d690d6 100644
--- a/dlls/wined3d/buffer.c
+++ b/dlls/wined3d/buffer.c
@@ -3,7 +3,7 @@
* Copyright 2002-2005 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
- * Copyright 2007-2010 Stefan Dösinger for CodeWeavers
+ * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
* Copyright 2009-2010 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
@@ -189,9 +189,9 @@ static void buffer_create_buffer_object(struct wined3d_buffer *This, const struc
}
else
{
- HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
+ wined3d_free_resource_mem(This->resource.heap_mem);
+ This->resource.heap_mem = NULL;
This->resource.allocatedMemory = NULL;
- This->resource.heapMemory = NULL;
}
return;
@@ -492,8 +492,8 @@ BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_inf
/* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
- This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
- This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
+ This->resource.heap_mem = wined3d_alloc_resource_mem(This->resource.size);
+ This->resource.allocatedMemory = This->resource.heap_mem->ptr;
if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
device_invalidate_state(This->resource.device, STATE_INDEXBUFFER);
diff --git a/dlls/wined3d/resource.c b/dlls/wined3d/resource.c
index 3d50652..3252fbc 100644
--- a/dlls/wined3d/resource.c
+++ b/dlls/wined3d/resource.c
@@ -111,19 +111,19 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
if (size)
{
- resource->heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, size + RESOURCE_ALIGNMENT);
- if (!resource->heapMemory)
+ resource->heap_mem = wined3d_alloc_resource_mem(size);
+ if (!resource->heap_mem)
{
ERR("Out of memory!\n");
return WINED3DERR_OUTOFVIDEOMEMORY;
}
+ resource->allocatedMemory = resource->heap_mem->ptr;
}
else
{
- resource->heapMemory = NULL;
+ resource->heap_mem = NULL;
+ resource->allocatedMemory = NULL;
}
- resource->allocatedMemory = (BYTE *)(((ULONG_PTR)resource->heapMemory
- + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
/* Check that we have enough video ram left */
if (pool == WINED3D_POOL_DEFAULT && d3d->flags & WINED3D_VIDMEM_ACCOUNTING)
@@ -131,7 +131,8 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
if (size > wined3d_device_get_available_texture_mem(device))
{
ERR("Out of adapter memory\n");
- HeapFree(GetProcessHeap(), 0, resource->heapMemory);
+ wined3d_free_resource_mem(resource->heap_mem);
+ resource->heap_mem = NULL;
return WINED3DERR_OUTOFVIDEOMEMORY;
}
adapter_adjust_memory(device->adapter, size);
@@ -165,9 +166,9 @@ void resource_cleanup(struct wined3d_resource *resource)
ERR("Failed to free private data when destroying resource %p, hr = %#x.\n", resource, hr);
}
- HeapFree(GetProcessHeap(), 0, resource->heapMemory);
- resource->allocatedMemory = 0;
- resource->heapMemory = 0;
+ wined3d_free_resource_mem(resource->heap_mem);
+ resource->heap_mem = NULL;
+ resource->allocatedMemory = NULL;
device_resource_released(resource->device, resource);
}
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index c5dd301..8915d27 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -6,7 +6,7 @@
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
- * Copyright 2006-2011 Stefan Dösinger for CodeWeavers
+ * Copyright 2006-2011, 2013 Stefan Dösinger for CodeWeavers
* Copyright 2007-2008 Henri Verbeet
* Copyright 2006-2008 Roderick Colenbrander
* Copyright 2009-2011 Henri Verbeet for CodeWeavers
@@ -572,8 +572,8 @@ static void surface_load_pbo(struct wined3d_surface *surface, const struct wined
/* We don't need the system memory anymore and we can't even use it for PBOs. */
if (!(surface->flags & SFLAG_CLIENT))
{
- HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
- surface->resource.heapMemory = NULL;
+ wined3d_free_resource_mem(surface->resource.heap_mem);
+ surface->resource.heap_mem = NULL;
}
surface->resource.allocatedMemory = NULL;
surface->flags |= SFLAG_PBO;
@@ -592,11 +592,10 @@ static void surface_prepare_system_memory(struct wined3d_surface *surface)
{
/* Whatever surface we have, make sure that there is memory allocated
* for the downloaded copy, or a PBO to map. */
- if (!surface->resource.heapMemory)
- surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, surface->resource.size + RESOURCE_ALIGNMENT);
+ if (!surface->resource.heap_mem)
+ surface->resource.heap_mem = wined3d_alloc_resource_mem(surface->resource.size);
- surface->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
- + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
+ surface->resource.allocatedMemory = surface->resource.heap_mem->ptr;
if (surface->flags & SFLAG_INSYSMEM)
ERR("Surface without memory or PBO has SFLAG_INSYSMEM set.\n");
@@ -608,9 +607,9 @@ static void surface_evict_sysmem(struct wined3d_surface *surface)
if (surface->resource.map_count || (surface->flags & SFLAG_DONOTFREE))
return;
- HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
+ wined3d_free_resource_mem(surface->resource.heap_mem);
+ surface->resource.heap_mem = NULL;
surface->resource.allocatedMemory = NULL;
- surface->resource.heapMemory = NULL;
surface_modify_location(surface, SFLAG_INSYSMEM, FALSE);
}
@@ -1778,14 +1777,13 @@ static void surface_remove_pbo(struct wined3d_surface *surface, const struct win
}
else
{
- if (!surface->resource.heapMemory)
- surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, surface->resource.size + RESOURCE_ALIGNMENT);
+ if (!surface->resource.heap_mem)
+ surface->resource.heap_mem = wined3d_alloc_resource_mem(surface->resource.size);
else if (!(surface->flags & SFLAG_CLIENT))
- ERR("Surface %p has heapMemory %p and flags %#x.\n",
- surface, surface->resource.heapMemory, surface->flags);
+ ERR("Surface %p has heap_mem %p and flags %#x.\n",
+ surface, surface->resource.heap_mem, surface->flags);
- surface->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
- + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
+ surface->resource.allocatedMemory = surface->resource.heap_mem->ptr;
}
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
@@ -1804,10 +1802,10 @@ static BOOL surface_init_sysmem(struct wined3d_surface *surface)
{
if (!surface->resource.allocatedMemory)
{
- if (!surface->resource.heapMemory)
+ if (!surface->resource.heap_mem)
{
- if (!(surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
- surface->resource.size + RESOURCE_ALIGNMENT)))
+ surface->resource.heap_mem = wined3d_alloc_resource_mem(surface->resource.size);
+ if (!surface->resource.heap_mem)
{
ERR("Failed to allocate memory.\n");
return FALSE;
@@ -1815,12 +1813,11 @@ static BOOL surface_init_sysmem(struct wined3d_surface *surface)
}
else if (!(surface->flags & SFLAG_CLIENT))
{
- ERR("Surface %p has heapMemory %p and flags %#x.\n",
- surface, surface->resource.heapMemory, surface->flags);
+ ERR("Surface %p has heap_mem %p and flags %#x.\n",
+ surface, surface->resource.heap_mem->ptr, surface->flags);
}
- surface->resource.allocatedMemory =
- (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
+ surface->resource.allocatedMemory = surface->resource.heap_mem->ptr;
}
else
{
@@ -1963,8 +1960,8 @@ static HRESULT gdi_surface_private_setup(struct wined3d_surface *surface)
hr = surface_create_dib_section(surface);
if (SUCCEEDED(hr))
{
- HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
- surface->resource.heapMemory = NULL;
+ wined3d_free_resource_mem(surface->resource.heap_mem);
+ surface->resource.heap_mem = NULL;
surface->resource.allocatedMemory = surface->dib.bitmap_data;
}
@@ -2023,8 +2020,8 @@ static void gdi_surface_map(struct wined3d_surface *surface, const RECT *rect, D
ERR("Failed to create dib section, hr %#x.\n", hr);
return;
}
- HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
- surface->resource.heapMemory = NULL;
+ wined3d_free_resource_mem(surface->resource.heap_mem);
+ surface->resource.heap_mem = NULL;
surface->resource.allocatedMemory = surface->dib.bitmap_data;
}
}
@@ -2691,9 +2688,8 @@ static void surface_allocate_surface(struct wined3d_surface *surface, const stru
/* Point OpenGL to our allocated texture memory. Do not use
* resource.allocatedMemory here because it might point into a
- * PBO. Instead use heapMemory, but get the alignment right. */
- mem = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
- + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
+ * PBO. Instead use heap_mem.ptr */
+ mem = surface->resource.heap_mem->ptr;
gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
@@ -3241,7 +3237,7 @@ HRESULT CDECL wined3d_surface_set_mem(struct wined3d_surface *surface, void *mem
if (mem && mem != surface->resource.allocatedMemory)
{
- void *release = NULL;
+ struct wined3d_heap_memory *release = NULL;
/* Do I have to copy the old surface content? */
if (surface->flags & SFLAG_DIBSECTION)
@@ -3255,8 +3251,8 @@ HRESULT CDECL wined3d_surface_set_mem(struct wined3d_surface *surface, void *mem
}
else if (!(surface->flags & SFLAG_USERPTR))
{
- release = surface->resource.heapMemory;
- surface->resource.heapMemory = NULL;
+ release = surface->resource.heap_mem;
+ surface->resource.heap_mem = NULL;
}
surface->resource.allocatedMemory = mem;
surface->flags |= SFLAG_USERPTR;
@@ -3269,12 +3265,12 @@ HRESULT CDECL wined3d_surface_set_mem(struct wined3d_surface *surface, void *mem
surface_release_client_storage(surface);
/* Now free the old memory if any. */
- HeapFree(GetProcessHeap(), 0, release);
+ wined3d_free_resource_mem(release);
}
else if (surface->flags & SFLAG_USERPTR)
{
- /* HeapMemory should be NULL already. */
- if (surface->resource.heapMemory)
+ /* heap_mem should be NULL already. */
+ if (surface->resource.heap_mem)
ERR("User pointer surface has heap memory allocated.\n");
if (!mem)
@@ -3458,8 +3454,8 @@ HRESULT CDECL wined3d_surface_update_desc(struct wined3d_surface *surface,
surface->flags &= ~(SFLAG_LOCATIONS | SFLAG_USERPTR);
surface->resource.allocatedMemory = NULL;
- HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
- surface->resource.heapMemory = NULL;
+ wined3d_free_resource_mem(surface->resource.heap_mem);
+ surface->resource.heap_mem = NULL;
surface->resource.width = width;
surface->resource.height = height;
@@ -3955,8 +3951,8 @@ HRESULT CDECL wined3d_surface_getdc(struct wined3d_surface *surface, HDC *dc)
/* Use the DIB section from now on if we are not using a PBO. */
if (!(surface->flags & (SFLAG_PBO | SFLAG_PIN_SYSMEM)))
{
- HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
- surface->resource.heapMemory = NULL;
+ wined3d_free_resource_mem(surface->resource.heap_mem);
+ surface->resource.heap_mem = NULL;
surface->resource.allocatedMemory = surface->dib.bitmap_data;
}
}
@@ -4785,9 +4781,9 @@ void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back)
front->resource.allocatedMemory = back->resource.allocatedMemory;
back->resource.allocatedMemory = tmp;
- tmp = front->resource.heapMemory;
- front->resource.heapMemory = back->resource.heapMemory;
- back->resource.heapMemory = tmp;
+ tmp = front->resource.heap_mem;
+ front->resource.heap_mem = back->resource.heap_mem;
+ back->resource.heap_mem = tmp;
}
/* Flip the PBO */
@@ -5456,9 +5452,9 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(struct wined3d_surface *dst_surfa
if (!dst_surface->resource.map_count && !(dst_surface->flags & SFLAG_DONOTFREE))
{
- HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
+ wined3d_free_resource_mem(dst_surface->resource.heap_mem);
+ dst_surface->resource.heap_mem = NULL;
dst_surface->resource.allocatedMemory = NULL;
- dst_surface->resource.heapMemory = NULL;
}
else
{
@@ -7224,8 +7220,8 @@ static HRESULT surface_init(struct wined3d_surface *surface, UINT alignment, UIN
if ((usage & WINED3DUSAGE_OWNDC) && !surface->hDC
&& SUCCEEDED(surface_create_dib_section(surface)))
{
- HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
- surface->resource.heapMemory = NULL;
+ wined3d_free_resource_mem(surface->resource.heap_mem);
+ surface->resource.heap_mem = NULL;
surface->resource.allocatedMemory = surface->dib.bitmap_data;
}
diff --git a/dlls/wined3d/swapchain.c b/dlls/wined3d/swapchain.c
index ce54aeb..7ca7370 100644
--- a/dlls/wined3d/swapchain.c
+++ b/dlls/wined3d/swapchain.c
@@ -743,10 +743,10 @@ static void swapchain_gdi_present(struct wined3d_swapchain *swapchain, const REC
front->resource.allocatedMemory = back->resource.allocatedMemory;
back->resource.allocatedMemory = tmp;
- if (front->resource.heapMemory)
+ if (front->resource.heap_mem)
ERR("GDI Surface %p has heap memory allocated.\n", front);
- if (back->resource.heapMemory)
+ if (back->resource.heap_mem)
ERR("GDI Surface %p has heap memory allocated.\n", back);
}
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 7cb14d7..6e11215 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -6,7 +6,7 @@
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006-2008 Henri Verbeet
- * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
+ * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
* Copyright 2009-2010 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
@@ -3708,3 +3708,31 @@ void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
IntersectRect(rect, rect, &state->scissor_rect);
}
+
+struct wined3d_heap_memory *wined3d_alloc_resource_mem(UINT size)
+{
+ struct wined3d_heap_memory *ret;
+
+ ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
+ if (!ret)
+ return NULL;
+
+ ret->alloc_ptr = HeapAlloc(GetProcessHeap(), 0, size + RESOURCE_ALIGNMENT);
+ if (!ret->alloc_ptr)
+ {
+ HeapFree(GetProcessHeap(), 0, ret);
+ return NULL;
+ }
+ ret->ptr = (BYTE *)(((ULONG_PTR)ret->alloc_ptr
+ + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
+ return ret;
+}
+
+void wined3d_free_resource_mem(struct wined3d_heap_memory *mem)
+{
+ if (!mem)
+ return;
+
+ HeapFree(GetProcessHeap(), 0, mem->alloc_ptr);
+ HeapFree(GetProcessHeap(), 0, mem);
+}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index d58b6e9..272e048 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1921,6 +1921,15 @@ struct wined3d_resource_ops
void (*resource_unload)(struct wined3d_resource *resource);
};
+struct wined3d_heap_memory
+{
+ BYTE *ptr;
+ BYTE *alloc_ptr;
+};
+
+struct wined3d_heap_memory *wined3d_alloc_resource_mem(UINT size) DECLSPEC_HIDDEN;
+void wined3d_free_resource_mem(struct wined3d_heap_memory *mem) DECLSPEC_HIDDEN;
+
struct wined3d_resource
{
LONG ref;
@@ -1930,19 +1939,19 @@ struct wined3d_resource
enum wined3d_resource_type type;
const struct wined3d_format *format;
enum wined3d_multisample_type multisample_type;
- UINT multisample_quality;
- DWORD usage;
+ UINT multisample_quality;
+ DWORD usage;
enum wined3d_pool pool;
DWORD access_flags;
UINT width;
UINT height;
UINT depth;
- UINT size;
- DWORD priority;
- BYTE *allocatedMemory; /* Pointer to the real data location */
- BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
- struct list privateData;
- struct list resource_list_entry;
+ UINT size;
+ DWORD priority;
+ BYTE *allocatedMemory; /* Pointer to the real data location */
+ struct wined3d_heap_memory *heap_mem;
+ struct list privateData;
+ struct list resource_list_entry;
void *parent;
const struct wined3d_parent_ops *parent_ops;
--
1.8.1.5
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