[PATCH 1/5] wined3d: Do not allocate system memory for resources by default.
Józef Kucia
joseph.kucia at gmail.com
Tue Apr 10 05:29:55 CDT 2018
From: Józef Kucia <jkucia at codeweavers.com>
Avoids allocating system memory for depth/stencil and 3D textures.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
It's a small step to reduce unncessary system memory allocations in
wined3d. We shouldn't need to allocate system memory to initialize
content for GPU resources, instead we should use glClearBuffer()
and glClearTexImage().
---
dlls/wined3d/buffer.c | 6 +++---
dlls/wined3d/resource.c | 13 +++++--------
dlls/wined3d/texture.c | 17 ++++++++++-------
3 files changed, 18 insertions(+), 18 deletions(-)
diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c
index 5b924704dfff..3f4552f2bbe5 100644
--- a/dlls/wined3d/buffer.c
+++ b/dlls/wined3d/buffer.c
@@ -615,10 +615,7 @@ static BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer,
return TRUE;
if (!wined3d_resource_allocate_sysmem(&buffer->resource))
- {
- ERR("Failed to allocate system memory.\n");
return FALSE;
- }
return TRUE;
case WINED3D_LOCATION_BUFFER:
@@ -1359,6 +1356,9 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device
buffer->bind_flags = bind_flags;
buffer->locations = WINED3D_LOCATION_SYSMEM;
+ if (!wined3d_resource_allocate_sysmem(&buffer->resource))
+ return E_OUTOFMEMORY;
+
TRACE("buffer %p, size %#x, usage %#x, format %s, memory @ %p.\n",
buffer, buffer->resource.size, buffer->resource.usage,
debug_d3dformat(buffer->resource.format->id), buffer->resource.heap_memory);
diff --git a/dlls/wined3d/resource.c b/dlls/wined3d/resource.c
index 2a6fa6ad7ec2..b5dcdf012db7 100644
--- a/dlls/wined3d/resource.c
+++ b/dlls/wined3d/resource.c
@@ -191,12 +191,7 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
resource->parent_ops = parent_ops;
resource->resource_ops = resource_ops;
resource->map_binding = WINED3D_LOCATION_SYSMEM;
-
- if (!wined3d_resource_allocate_sysmem(resource))
- {
- ERR("Failed to allocate system memory.\n");
- return E_OUTOFMEMORY;
- }
+ resource->heap_memory = NULL;
if (!(usage & WINED3DUSAGE_PRIVATE))
{
@@ -205,8 +200,7 @@ 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");
- wined3d_resource_free_sysmem(resource);
+ ERR("Out of adapter memory.\n");
return WINED3DERR_OUTOFVIDEOMEMORY;
}
adapter_adjust_memory(device->adapter, size);
@@ -383,7 +377,10 @@ BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource)
void *mem;
if (!(mem = heap_alloc_zero(resource->size + align)))
+ {
+ ERR("Failed to allocate system memory.\n");
return FALSE;
+ }
p = (void **)(((ULONG_PTR)mem + align) & ~(RESOURCE_ALIGNMENT - 1)) - 1;
*p = mem;
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index b56e6e4e65e2..b9b304eb9ecd 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -1683,10 +1683,7 @@ BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned
return TRUE;
if (!wined3d_resource_allocate_sysmem(&texture->resource))
- {
- ERR("Failed to allocate system memory.\n");
return FALSE;
- }
return TRUE;
case WINED3D_LOCATION_USER_MEMORY:
@@ -2674,11 +2671,17 @@ static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struc
TRACE("x scale %.8e, y scale %.8e.\n", texture->pow2_matrix[0], texture->pow2_matrix[5]);
if (wined3d_texture_use_pbo(texture, gl_info))
- {
- if (desc->resource_type == WINED3D_RTYPE_TEXTURE_3D
- || (texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL))
- wined3d_resource_free_sysmem(&texture->resource);
texture->resource.map_binding = WINED3D_LOCATION_BUFFER;
+
+ if ((desc->resource_type != WINED3D_RTYPE_TEXTURE_3D
+ && !(texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL))
+ || !wined3d_texture_use_pbo(texture, gl_info))
+ {
+ if (!wined3d_resource_allocate_sysmem(&texture->resource))
+ {
+ wined3d_texture_cleanup_sync(texture);
+ return E_OUTOFMEMORY;
+ }
}
sub_count = level_count * layer_count;
--
2.16.1
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