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wine
wine-winehq
Commits
a89f2e63
Commit
a89f2e63
authored
Aug 22, 2013
by
Stefan Dösinger
Committed by
Alexandre Julliard
Aug 23, 2013
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Plain Diff
wined3d: Move volume sysmem allocation into a separate function.
parent
6ca8b274
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1 changed file
with
23 additions
and
9 deletions
+23
-9
volume.c
dlls/wined3d/volume.c
+23
-9
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dlls/wined3d/volume.c
View file @
a89f2e63
...
...
@@ -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
);
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
;
...
...
@@ -306,17 +325,12 @@ 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
)
{
volume
->
resource
.
heap_memory
=
wined3d_resource_allocate_sysmem
(
volume
->
resource
.
size
);
if
(
!
volume
->
resource
.
heap_memory
)
if
(
!
volume_prepare_system_memory
(
volume
))
{
WARN
(
"Out of memory.
\n
"
);
map_desc
->
data
=
NULL
;
return
E_OUTOFMEMORY
;
}
volume
->
resource
.
allocatedMemory
=
volume
->
resource
.
heap_memory
;
}
if
(
!
(
volume
->
locations
&
WINED3D_LOCATION_SYSMEM
))
{
...
...
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