[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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