[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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