[PATCH 1/6] wined3d: Move volume sysmem allocation into a separate function
Stefan Dösinger
stefan at codeweavers.com
Thu Aug 22 16:22:45 CDT 2013
---
dlls/wined3d/volume.c | 46 ++++++++++++++++++++++++++++++----------------
1 file changed, 30 insertions(+), 16 deletions(-)
diff --git a/dlls/wined3d/volume.c b/dlls/wined3d/volume.c
index 8ef841d..e2adf05 100644
--- a/dlls/wined3d/volume.c
+++ b/dlls/wined3d/volume.c
@@ -203,6 +203,19 @@ void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *
wined3d_volume_load_location(volume, context, WINED3D_LOCATION_TEXTURE_RGB);
}
+static BOOL volume_prepare_system_memory(struct wined3d_volume *volume)
+{
+ if (volume->resource.allocatedMemory)
+ return TRUE;
+
+ volume->resource.heap_memory = wined3d_resource_allocate_sysmem(volume->resource.size);
+ if (!volume->resource.heap_memory)
+ return FALSE;
+ volume->resource.allocatedMemory = volume->resource.heap_memory;
+ return TRUE;
+}
+
+
static void volume_unload(struct wined3d_resource *resource)
{
struct wined3d_volume *volume = volume_from_resource(resource);
@@ -214,13 +227,19 @@ static void volume_unload(struct wined3d_resource *resource)
TRACE("texture %p.\n", resource);
- context = context_acquire(device, NULL);
-
- wined3d_volume_load_location(volume, context, WINED3D_LOCATION_SYSMEM);
-
- context_release(context);
-
- wined3d_volume_invalidate_location(volume, ~WINED3D_LOCATION_SYSMEM);
+ if (volume_prepare_system_memory(volume))
+ {
+ context = context_acquire(device, NULL);
+ wined3d_volume_load_location(volume, context, WINED3D_LOCATION_SYSMEM);
+ context_release(context);
+ wined3d_volume_invalidate_location(volume, ~WINED3D_LOCATION_SYSMEM);
+ }
+ else
+ {
+ ERR("Out of memory when unloading volume %p.\n", volume);
+ wined3d_volume_validate_location(volume, WINED3D_LOCATION_DISCARDED);
+ wined3d_volume_invalidate_location(volume, ~WINED3D_LOCATION_DISCARDED);
+ }
/* The texture name is managed by the container. */
volume->flags &= ~WINED3D_VFLAG_ALLOCATED;
@@ -306,16 +325,11 @@ HRESULT CDECL wined3d_volume_map(struct wined3d_volume *volume,
TRACE("volume %p, map_desc %p, box %p, flags %#x.\n",
volume, map_desc, box, flags);
- if (!volume->resource.allocatedMemory)
+ if (!volume_prepare_system_memory(volume))
{
- volume->resource.heap_memory = wined3d_resource_allocate_sysmem(volume->resource.size);
- if (!volume->resource.heap_memory)
- {
- WARN("Out of memory.\n");
- map_desc->data = NULL;
- return E_OUTOFMEMORY;
- }
- volume->resource.allocatedMemory = volume->resource.heap_memory;
+ WARN("Out of memory.\n");
+ map_desc->data = NULL;
+ return E_OUTOFMEMORY;
}
if (!(volume->locations & WINED3D_LOCATION_SYSMEM))
--
1.8.1.5
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