[PATCH 2/6] wined3d: Introduce WINED3DUSAGE_MANAGED.
Henri Verbeet
hverbeet at gmail.com
Wed Oct 24 02:52:50 CDT 2018
On Tue, 23 Oct 2018 at 20:39, Matteo Bruni <mbruni at codeweavers.com> wrote:
>
> Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
> ---
> dlls/d3d8/buffer.c | 4 ++++
> dlls/d3d8/device.c | 2 ++
> dlls/d3d8/texture.c | 6 ++++++
> dlls/d3d9/buffer.c | 4 ++++
> dlls/d3d9/device.c | 2 ++
> dlls/d3d9/texture.c | 6 ++++++
> dlls/ddraw/surface.c | 1 +
> dlls/wined3d/buffer.c | 2 +-
> dlls/wined3d/device.c | 10 ++++++----
> dlls/wined3d/resource.c | 3 ++-
> dlls/wined3d/texture.c | 10 ++++++----
> dlls/wined3d/utils.c | 2 ++
> dlls/wined3d/wined3d_private.h | 5 -----
> include/wine/wined3d.h | 3 ++-
> 14 files changed, 44 insertions(+), 16 deletions(-)
>
Well, maybe. A few questions though:
- You had tests, right? Does this really make sense for textures as well?
- What is the conceptual model? I.e., after this series, what is the
difference between a D3DPOOL_SYSTEMMEM and a D3DPOOL_MANAGED resource?
- Does it really make sense that D3DPOOL_MANAGED resources are
evicted on wined3d_device_evict_managed_resources(), but
D3DPOOL_SYSTEMMEM resources are potentially kept on the GPU?
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