wined3d: Move volume sysmem allocation into a separate function.

This commit is contained in:
Stefan Dösinger 2013-08-22 23:22:45 +02:00 committed by Alexandre Julliard
parent 6ca8b274bb
commit a89f2e6301

View file

@ -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); 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) static void volume_unload(struct wined3d_resource *resource)
{ {
struct wined3d_volume *volume = volume_from_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); TRACE("texture %p.\n", resource);
context = context_acquire(device, NULL); if (volume_prepare_system_memory(volume))
{
wined3d_volume_load_location(volume, context, WINED3D_LOCATION_SYSMEM); context = context_acquire(device, NULL);
wined3d_volume_load_location(volume, context, WINED3D_LOCATION_SYSMEM);
context_release(context); context_release(context);
wined3d_volume_invalidate_location(volume, ~WINED3D_LOCATION_SYSMEM);
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. */ /* The texture name is managed by the container. */
volume->flags &= ~WINED3D_VFLAG_ALLOCATED; 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", TRACE("volume %p, map_desc %p, box %p, flags %#x.\n",
volume, map_desc, box, flags); 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); WARN("Out of memory.\n");
if (!volume->resource.heap_memory) map_desc->data = NULL;
{ return E_OUTOFMEMORY;
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)) if (!(volume->locations & WINED3D_LOCATION_SYSMEM))