[PATCH] wined3d: Negiotiate less specific memory types on allocation failure.

Jan Sikorski jsikorski at codeweavers.com
Thu Jul 29 11:31:05 CDT 2021


Drop HOST_CACHED and/or DEVICE_LOCAL properties in case the device does
not support a particular combination or there is no more space in a heap.

Signed-off-by: Jan Sikorski <jsikorski at codeweavers.com>
---
Superseeds 210471
---
 dlls/wined3d/buffer.c | 24 ++++++++++++++++++------
 1 file changed, 18 insertions(+), 6 deletions(-)

diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c
index 4c5e2054fe0..6b0d84ce7a0 100644
--- a/dlls/wined3d/buffer.c
+++ b/dlls/wined3d/buffer.c
@@ -1387,8 +1387,8 @@ static BOOL wined3d_buffer_vk_create_buffer_object(struct wined3d_buffer_vk *buf
         struct wined3d_context_vk *context_vk)
 {
     struct wined3d_resource *resource = &buffer_vk->b.resource;
+    VkMemoryPropertyFlags memory_type, want_memory_type;
     uint32_t bind_flags = resource->bind_flags;
-    VkMemoryPropertyFlags memory_type;
     VkBufferUsageFlags usage;
 
     usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
@@ -1409,16 +1409,28 @@ static BOOL wined3d_buffer_vk_create_buffer_object(struct wined3d_buffer_vk *buf
     if (bind_flags & (WINED3D_BIND_RENDER_TARGET | WINED3D_BIND_DEPTH_STENCIL))
         FIXME("Ignoring some bind flags %#x.\n", bind_flags);
 
-    memory_type = 0;
+    want_memory_type = 0;
     if (!(resource->usage & WINED3DUSAGE_DYNAMIC))
-        memory_type |= VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
+        want_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;
+        want_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;
+        want_memory_type |= VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT;
 
-    if (!(wined3d_context_vk_create_bo(context_vk, resource->size, usage, memory_type, &buffer_vk->bo)))
+    memory_type = want_memory_type;
+
+    while (!wined3d_context_vk_create_bo(context_vk, resource->size, usage, memory_type, &buffer_vk->bo))
     {
+        if (memory_type & VK_MEMORY_PROPERTY_HOST_CACHED_BIT)
+        {
+            memory_type = want_memory_type & ~VK_MEMORY_PROPERTY_HOST_CACHED_BIT;
+            continue;
+        }
+        if (memory_type & VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT)
+        {
+            memory_type = (want_memory_type &= ~VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
+            continue;
+        }
         WARN("Failed to create Vulkan buffer.\n");
         return FALSE;
     }
-- 
2.30.2




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