On 7/29/21 11:31 AM, Jan Sikorski wrote:
Drop HOST_CACHED and/or DEVICE_LOCAL properties in case the device does not support a particular combination or there is no more space in a heap.
Signed-off-by: Jan Sikorski jsikorski@codeweavers.com
Superseeds 210471
dlls/wined3d/buffer.c | 24 ++++++++++++++++++------ 1 file changed, 18 insertions(+), 6 deletions(-)
diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c index 4c5e2054fe0..6b0d84ce7a0 100644 --- a/dlls/wined3d/buffer.c +++ b/dlls/wined3d/buffer.c @@ -1387,8 +1387,8 @@ static BOOL wined3d_buffer_vk_create_buffer_object(struct wined3d_buffer_vk *buf struct wined3d_context_vk *context_vk) { struct wined3d_resource *resource = &buffer_vk->b.resource;
- VkMemoryPropertyFlags memory_type, want_memory_type; uint32_t bind_flags = resource->bind_flags;
VkMemoryPropertyFlags memory_type; VkBufferUsageFlags usage;
usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
@@ -1409,16 +1409,28 @@ static BOOL wined3d_buffer_vk_create_buffer_object(struct wined3d_buffer_vk *buf if (bind_flags & (WINED3D_BIND_RENDER_TARGET | WINED3D_BIND_DEPTH_STENCIL)) FIXME("Ignoring some bind flags %#x.\n", bind_flags);
- memory_type = 0;
- want_memory_type = 0; if (!(resource->usage & WINED3DUSAGE_DYNAMIC))
memory_type |= VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
want_memory_type |= VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT; if (resource->access & WINED3D_RESOURCE_ACCESS_MAP_R)
memory_type |= VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_CACHED_BIT;
want_memory_type |= VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_CACHED_BIT; else if (resource->access & WINED3D_RESOURCE_ACCESS_MAP_W)
memory_type |= VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT;
want_memory_type |= VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT;
- if (!(wined3d_context_vk_create_bo(context_vk, resource->size, usage, memory_type, &buffer_vk->bo)))
- memory_type = want_memory_type;
- while (!wined3d_context_vk_create_bo(context_vk, resource->size, usage, memory_type, &buffer_vk->bo)) {
if (memory_type & VK_MEMORY_PROPERTY_HOST_CACHED_BIT)
{
memory_type = want_memory_type & ~VK_MEMORY_PROPERTY_HOST_CACHED_BIT;
continue;
}
if (memory_type & VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT)
{
memory_type = (want_memory_type &= ~VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
continue;
} WARN("Failed to create Vulkan buffer.\n"); return FALSE; }
This will still spew an ERR message, though, which seems less than ideal.
Also, the while loop seems awkward to me, couldn't we instead do something like (abbreviated):
if (!wined3d_context_vk_create_bo(memory_type) && !wined3d_context_vk_create_bo(memory_type & ~HOST_CACHED) && !wined3d_context_vk_create_bo(memory_type & ~DEVICE_LOCAL))