[PATCH] wined3d: Do not request device local memory if we also want it to be host visible.

Henri Verbeet hverbeet at gmail.com
Thu Jul 29 09:41:05 CDT 2021


On Thu, 29 Jul 2021 at 16:38, Jan Sikorski <jsikorski at codeweavers.com> wrote:
> > On 29 Jul 2021, at 16:24, Henri Verbeet <hverbeet at gmail.com> wrote:
> > On Thu, 29 Jul 2021 at 13:52, Jan Sikorski <jsikorski at codeweavers.com> wrote:
> >> @@ -1410,12 +1410,12 @@ static BOOL wined3d_buffer_vk_create_buffer_object(struct wined3d_buffer_vk *buf
> >>         FIXME("Ignoring some bind flags %#x.\n", bind_flags);
> >>
> >>     memory_type = 0;
> >> -    if (!(resource->usage & WINED3DUSAGE_DYNAMIC))
> >> -        memory_type |= VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
> >>     if (resource->access & WINED3D_RESOURCE_ACCESS_MAP_R)
> >>         memory_type |= VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_CACHED_BIT;
> >>     else if (resource->access & WINED3D_RESOURCE_ACCESS_MAP_W)
> >>         memory_type |= VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT;
> >> +    else if (!(resource->usage & WINED3DUSAGE_DYNAMIC))
> >> +        memory_type |= VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
> >>
> > If I understand correctly, we'd get here for DEFAULT resources with
> > CPU read/write access. I wonder if there would be any advantage in
> > using DEVICE_LOCAL | HOST_VISIBLE on GPUs that do in fact support that
> > memory type, perhaps using a scheme similar to vkd3d's
> > vkd3d_select_memory_type().
>
> We could just try to allocate it and retry without DEVICE_LOCAL if it fails. That would also work in case this type is supported but out of space.
>
Yeah, that should work.



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