[PATCH 1/6] wined3d: Don't evict mapped resources in wined3d_device_evict_managed_resources().
Henri Verbeet
hverbeet at codeweavers.com
Sun Apr 10 11:09:26 CDT 2016
We would skip evicting the specific mapped sub-resource, but then go on to
evict the texture itself.
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/device.c | 4 ++++
dlls/wined3d/texture.c | 4 ++++
2 files changed, 8 insertions(+)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 619ad1e..b1d8631 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -4503,6 +4503,10 @@ void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
{
TRACE("Checking resource %p for eviction.\n", resource);
+ /* These are handled by the texture they're part of. */
+ if (resource->type == WINED3D_RTYPE_SURFACE || resource->type == WINED3D_RTYPE_VOLUME)
+ continue;
+
if (resource->pool == WINED3D_POOL_MANAGED && !resource->map_count)
{
TRACE("Evicting %p.\n", resource);
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 0a89665..393c2f8 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -1408,6 +1408,7 @@ static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resour
TRACE("Mapped front buffer %s.\n", wine_dbgstr_rect(r));
}
+ ++resource->map_count;
++sub_resource->resource->map_count;
TRACE("Returning memory %p, row pitch %u, slice pitch %u.\n",
@@ -1473,6 +1474,7 @@ static HRESULT texture_resource_sub_resource_unmap(struct wined3d_resource *reso
}
--sub_resource->resource->map_count;
+ --resource->map_count;
return WINED3D_OK;
}
@@ -2263,6 +2265,7 @@ HRESULT CDECL wined3d_texture_get_dc(struct wined3d_texture *texture, unsigned i
context_release(context);
surface->flags |= SFLAG_DCINUSE;
+ ++texture->resource.map_count;
surface->resource.map_count++;
*dc = surface->hDC;
@@ -2302,6 +2305,7 @@ HRESULT CDECL wined3d_texture_release_dc(struct wined3d_texture *texture, unsign
}
surface->resource.map_count--;
+ --texture->resource.map_count;
surface->flags &= ~SFLAG_DCINUSE;
if (surface->resource.map_binding == WINED3D_LOCATION_USER_MEMORY
--
2.1.4
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