[PATCH] wined3d: Negiotiate less specific memory types on allocation failure.
Zebediah Figura (she/her)
zfigura at codeweavers.com
Thu Jul 29 11:36:02 CDT 2021
On 7/29/21 11:31 AM, Jan Sikorski wrote:
> 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;
> }
>
This will still spew an ERR message, though, which seems less than ideal.
Also, the while loop seems awkward to me, couldn't we instead do
something like (abbreviated):
if (!wined3d_context_vk_create_bo(memory_type)
&& !wined3d_context_vk_create_bo(memory_type & ~HOST_CACHED)
&& !wined3d_context_vk_create_bo(memory_type & ~DEVICE_LOCAL))
More information about the wine-devel
mailing list