Commit eec2f1db authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

wined3d: Try to avoid allocating sysmem for GPU buffers with initial data.

parent 8abb76f4
...@@ -1379,9 +1379,6 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device ...@@ -1379,9 +1379,6 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device
buffer->bind_flags = bind_flags; buffer->bind_flags = bind_flags;
buffer->locations = data ? WINED3D_LOCATION_DISCARDED : WINED3D_LOCATION_SYSMEM; buffer->locations = data ? WINED3D_LOCATION_DISCARDED : WINED3D_LOCATION_SYSMEM;
if (!wined3d_resource_allocate_sysmem(&buffer->resource))
return E_OUTOFMEMORY;
TRACE("buffer %p, size %#x, usage %#x, format %s, memory @ %p.\n", TRACE("buffer %p, size %#x, usage %#x, format %s, memory @ %p.\n",
buffer, buffer->resource.size, buffer->resource.usage, buffer, buffer->resource.size, buffer->resource.usage,
debug_d3dformat(buffer->resource.format->id), buffer->resource.heap_memory); debug_d3dformat(buffer->resource.format->id), buffer->resource.heap_memory);
...@@ -1394,6 +1391,7 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device ...@@ -1394,6 +1391,7 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device
* the buffer to provide the same behavior to the application. */ * the buffer to provide the same behavior to the application. */
TRACE("Pinning system memory.\n"); TRACE("Pinning system memory.\n");
buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM; buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
buffer->locations = WINED3D_LOCATION_SYSMEM;
} }
/* Observations show that draw_primitive_immediate_mode() is faster on /* Observations show that draw_primitive_immediate_mode() is faster on
...@@ -1418,6 +1416,12 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device ...@@ -1418,6 +1416,12 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device
buffer->flags |= WINED3D_BUFFER_USE_BO; buffer->flags |= WINED3D_BUFFER_USE_BO;
} }
if (buffer->locations & WINED3D_LOCATION_SYSMEM || !(buffer->flags & WINED3D_BUFFER_USE_BO))
{
if (!wined3d_resource_allocate_sysmem(&buffer->resource))
return E_OUTOFMEMORY;
}
if (!(buffer->maps = heap_alloc(sizeof(*buffer->maps)))) if (!(buffer->maps = heap_alloc(sizeof(*buffer->maps))))
{ {
ERR("Out of memory.\n"); ERR("Out of memory.\n");
......
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