Commit c724df3b authored by Zebediah Figura's avatar Zebediah Figura Committed by Alexandre Julliard

wined3d: Move the "pin sysmem" flag to struct wined3d_resource.

parent ac5ebb61
......@@ -30,7 +30,6 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define WINED3D_BUFFER_HASDESC 0x01 /* A vertex description has been found. */
#define WINED3D_BUFFER_USE_BO 0x02 /* Use a buffer object for this buffer. */
#define WINED3D_BUFFER_PIN_SYSMEM 0x04 /* Keep a system memory copy for this buffer. */
#define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
#define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
......@@ -47,7 +46,7 @@ struct wined3d_buffer_ops
static void wined3d_buffer_evict_sysmem(struct wined3d_buffer *buffer)
{
if (buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
if (buffer->resource.pin_sysmem)
{
TRACE("Not evicting system memory for buffer %p.\n", buffer);
return;
......@@ -513,7 +512,7 @@ static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined
ERR("Failed to load system memory.\n");
return;
}
buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
buffer->resource.pin_sysmem = 1;
/* Now for each vertex in the buffer that needs conversion. */
vertex_count = buffer->resource.size / buffer->stride;
......@@ -666,7 +665,7 @@ BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
{
if (wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
buffer->resource.pin_sysmem = 1;
return buffer->resource.heap_memory;
}
......@@ -966,7 +965,7 @@ static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resourc
if (((flags & WINED3D_MAP_WRITE) && !(flags & (WINED3D_MAP_NOOVERWRITE | WINED3D_MAP_DISCARD)))
|| (!(flags & WINED3D_MAP_WRITE) && (buffer->locations & WINED3D_LOCATION_SYSMEM))
|| buffer->flags & WINED3D_BUFFER_PIN_SYSMEM
|| buffer->resource.pin_sysmem
|| !(buffer->flags & WINED3D_BUFFER_USE_BO))
{
if (!(buffer->locations & WINED3D_LOCATION_SYSMEM))
......@@ -1036,7 +1035,7 @@ static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resourc
{
TRACE("Falling back to doublebuffered operation.\n");
wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
buffer->resource.pin_sysmem = 1;
}
TRACE("New pointer is %p.\n", resource->heap_memory);
}
......@@ -1302,7 +1301,7 @@ static HRESULT wined3d_buffer_init(struct wined3d_buffer *buffer, struct wined3d
* maps and retain data in DISCARD maps. Keep a system memory copy of
* the buffer to provide the same behavior to the application. */
TRACE("Pinning system memory.\n");
buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
buffer->resource.pin_sysmem = 1;
buffer->locations = WINED3D_LOCATION_SYSMEM;
}
......
......@@ -48,8 +48,8 @@ struct wined3d_rect_f
BOOL wined3d_texture_can_use_pbo(const struct wined3d_texture *texture, const struct wined3d_d3d_info *d3d_info)
{
if (!d3d_info->pbo || texture->resource.format->conv_byte_count
|| (texture->flags & (WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_COND_NP2_EMULATED)))
if (!d3d_info->pbo || texture->resource.format->conv_byte_count || texture->resource.pin_sysmem
|| (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED))
return FALSE;
return TRUE;
......@@ -666,7 +666,8 @@ static void wined3d_texture_evict_sysmem(struct wined3d_texture *texture)
struct wined3d_texture_sub_resource *sub_resource;
unsigned int i, sub_count;
if (texture->flags & (WINED3D_TEXTURE_CONVERTED | WINED3D_TEXTURE_PIN_SYSMEM)
if ((texture->flags & WINED3D_TEXTURE_CONVERTED)
|| texture->resource.pin_sysmem
|| texture->download_count > WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD)
{
TRACE("Not evicting system memory for texture %p.\n", texture);
......@@ -2462,8 +2463,8 @@ static void wined3d_texture_gl_upload_data(struct wined3d_context *context,
if (dst_texture->sub_resources[dst_sub_resource_idx].map_count)
{
WARN("Uploading a texture that is currently mapped, setting WINED3D_TEXTURE_PIN_SYSMEM.\n");
dst_texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM;
WARN("Uploading a texture that is currently mapped, pinning sysmem.\n");
dst_texture->resource.pin_sysmem = 1;
}
if (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
......@@ -3825,7 +3826,10 @@ static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struc
texture->flags |= WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS
| WINED3D_TEXTURE_DOWNLOADABLE;
if (flags & WINED3D_TEXTURE_CREATE_GET_DC_LENIENT)
texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_GET_DC_LENIENT;
{
texture->flags |= WINED3D_TEXTURE_GET_DC_LENIENT;
texture->resource.pin_sysmem = 1;
}
if (flags & (WINED3D_TEXTURE_CREATE_GET_DC | WINED3D_TEXTURE_CREATE_GET_DC_LENIENT))
texture->flags |= WINED3D_TEXTURE_GET_DC;
if (flags & WINED3D_TEXTURE_CREATE_DISCARD)
......@@ -5744,7 +5748,7 @@ static bool blitter_use_cpu_clear(struct wined3d_rendertarget_view *view)
locations = texture->sub_resources[view->sub_resource_idx].locations;
if (locations & (resource->map_binding | WINED3D_LOCATION_DISCARDED))
return !(resource->access & WINED3D_RESOURCE_ACCESS_GPU)
|| (texture->flags & WINED3D_TEXTURE_PIN_SYSMEM);
|| texture->resource.pin_sysmem;
return !(resource->access & WINED3D_RESOURCE_ACCESS_GPU)
&& !(texture->flags & WINED3D_TEXTURE_CONVERTED);
......
......@@ -4332,6 +4332,8 @@ struct wined3d_resource
DWORD priority;
void *heap_memory;
uint32_t pin_sysmem : 1;
struct wined3d_client_resource client;
void *parent;
......@@ -4450,7 +4452,6 @@ struct wined3d_texture_ops
#define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040
#define WINED3D_TEXTURE_SRGB_VALID 0x00000080
#define WINED3D_TEXTURE_CONVERTED 0x00000100
#define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200
#define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
#define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800
#define WINED3D_TEXTURE_DC_IN_USE 0x00001000
......
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