On Fri, 5 Nov 2021 at 04:52, Zebediah Figura zfigura@codeweavers.com wrote:
+struct wined3d_client_bo_vk_map_ctx +{
- struct wined3d_device *device;
- struct wined3d_client_bo_vk *client_bo;
+};
We don't need this anymore.
+static bool adapter_vk_alloc_bo(struct wined3d_device *device, struct wined3d_resource *resource,
unsigned int sub_resource_idx, struct wined3d_bo_address *addr)
+{
- struct wined3d_device_vk *device_vk = wined3d_device_vk(device);
- struct wined3d_context_vk *context_vk = &device_vk->context_vk;
- wined3d_not_from_cs(device->cs);
- assert(device->context_count);
- if (resource->type == WINED3D_RTYPE_BUFFER)
- {
struct wined3d_bo_vk *bo_vk;
if (!(bo_vk = heap_alloc(sizeof(*bo_vk))))
return false;
if (!(wined3d_context_vk_create_bo(context_vk, resource->size,
vk_buffer_usage_from_bind_flags(resource->bind_flags),
vk_memory_type_from_access_flags(resource->access, resource->usage), bo_vk)))
{
WARN("Failed to create Vulkan buffer.\n");
return false;
}
We leak "bo_vk" here.
if (!bo_vk->b.map_ptr)
{
WARN_(d3d_perf)("BO %p (chunk %p, slab %p) is not persistently mapped.\n",
bo_vk, bo_vk->memory ? bo_vk->memory->chunk : NULL, bo_vk->slab);
if (!wined3d_bo_vk_map(bo_vk, context_vk))
ERR("Failed to map bo.\n");
}
I suppose we could clean up and return "false" if mapping the bo fails here. On the other hand, I suppose it shouldn't fail in the first place.
+void wined3d_buffer_set_bo(struct wined3d_buffer *buffer, struct wined3d_context *context, struct wined3d_bo *bo) +{
- TRACE("buffer %p, context %p, bo %p.\n", buffer, context, bo);
- buffer->buffer_ops->buffer_set_bo(buffer, context, bo);
- buffer->buffer_object = (uintptr_t)bo;
- wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
- wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
+}
Is wined3d_buffer_set_bo() the proper place for the validate/invalidate? Arguably it would be more appropriate to do that in wined3d_cs_exec_update_sub_resource(). I suppose it mirrors wined3d_buffer_copy_bo_address().
+static void wined3d_buffer_vk_set_bo(struct wined3d_buffer *buffer,
struct wined3d_context *context, struct wined3d_bo *bo)
+{
- struct wined3d_bo_vk *prev_bo = (struct wined3d_bo_vk *)buffer->buffer_object;
- struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
- struct wined3d_buffer_vk *buffer_vk = wined3d_buffer_vk(buffer);
- struct wined3d_bo_vk *bo_vk = wined3d_bo_vk(bo);
- /* We can't just copy the contents of bo_vk into buffer_vk->bo, because the
* new BO might still be in use by the client thread. We could allow both to
* be valid, although knowing when to destroy a BO then becomes tricky, and
* ensuring it's not mapped more than once also becomes tricky. */
There's probably less of a need for the comment now.
- if (prev_bo)
- {
struct wined3d_bo_user *bo_user;
LIST_FOR_EACH_ENTRY(bo_user, &prev_bo->b.users, struct wined3d_bo_user, entry)
bo_user->valid = false;
assert(list_empty(&bo_vk->b.users));
list_move_head(&bo_vk->b.users, &prev_bo->b.users);
wined3d_context_vk_destroy_bo(context_vk, prev_bo);
heap_free(prev_bo);
- }
- else
- {
list_add_head(&bo_vk->b.users, &buffer_vk->b.bo_user.entry);
- }
+}
Note that aside from the wined3d_context_vk_destroy_bo() call, this is all just generic code now.