[PATCH 6/8] wined3d: Allow passing a NULL context to wined3d_device_vk_create_bo().

Henri Verbeet hverbeet at gmail.com
Wed Nov 3 12:11:23 CDT 2021


On Wed, 3 Nov 2021 at 00:37, Zebediah Figura <zfigura at codeweavers.com> wrote:
> ---
>  dlls/wined3d/context_vk.c | 19 +++++++------------
>  dlls/wined3d/utils.c      |  3 +++
>  2 files changed, 10 insertions(+), 12 deletions(-)
>
As mentioned in 1/8 and 3/8, this should essentially never happen in
the Vulkan backend.

> @@ -314,14 +314,14 @@ static struct wined3d_allocator_block *wined3d_device_vk_allocate_memory(struct
>
>      EnterCriticalSection(&device_vk->allocator_cs);
>
> -    if (size > WINED3D_ALLOCATOR_CHUNK_SIZE / 2)
> +    if (context_vk && size > WINED3D_ALLOCATOR_CHUNK_SIZE / 2)
>      {
>          *vk_memory = wined3d_context_vk_allocate_vram_chunk_memory(context_vk, memory_type, size);
>          LeaveCriticalSection(&device_vk->allocator_cs);
>          return NULL;
>      }
>
I suppose this works, but I think we should just enter this block and
fail if we have a NULL context here. We're not going to successfully
allocate a block larger than WINED3D_ALLOCATOR_CHUNK_SIZE / 2 below
either, so there doesn't seem much point in trying.

> @@ -398,14 +399,8 @@ static bool wined3d_device_vk_create_slab_bo(struct wined3d_device_vk *device_vk
>          }
>          slab->map = ~0u;
>
> -        if (wine_rb_put(&device_vk->bo_slab_available, &key, &slab->entry) < 0)
> -        {
> -            ERR("Failed to add slab to available tree.\n");
> -            wined3d_context_vk_destroy_bo(context_vk, &slab->bo);
> -            heap_free(slab);
> -            return false;
> -        }
> -
> +        ret = wine_rb_put(&device_vk->bo_slab_available, &key, &slab->entry);
> +        assert(!ret);
>          TRACE("Created new bo slab %p.\n", slab);
>      }
It doesn't seem quite right that we'd be able to create a bo without a
context, but would then be unable to destroy it again...

> @@ -7408,6 +7408,9 @@ struct wined3d_allocator_block *wined3d_allocator_allocate(struct wined3d_alloca
>              return block;
>      }
>
> +    if (!context)
> +        return NULL;
> +
>      if (!(chunk = allocator->ops->allocator_create_chunk(allocator,
>              context, memory_type, WINED3D_ALLOCATOR_CHUNK_SIZE)))
>          return NULL;

Arguably, we could handle the NULL context in
allocator_create_chunk(). It's somewhat moot though; in the Vulkan
backend we should never have a NULL context, and in the OpenGL backend
we can't do anything particularly useful with it.



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