[Mesa-dev] [PATCH 3/6] llvmpipe: allocate regular texture memory upfront
sroland at vmware.com
sroland at vmware.com
Tue Jul 1 12:05:04 PDT 2014
From: Roland Scheidegger <sroland at vmware.com>
The deferred allocation doesn't really make much sense anymore, since we no
longer allocate swizzled/linear memory in chunks and not per level / slice
neither.
This means we could fail resource creation a bit more (could already fail in
theory anyway) but should not fail maps later (right now, callers can't deal
with neither really).
---
src/gallium/drivers/llvmpipe/lp_texture.c | 7 +++++++
1 file changed, 7 insertions(+)
diff --git a/src/gallium/drivers/llvmpipe/lp_texture.c b/src/gallium/drivers/llvmpipe/lp_texture.c
index a156449..f95b2a2 100644
--- a/src/gallium/drivers/llvmpipe/lp_texture.c
+++ b/src/gallium/drivers/llvmpipe/lp_texture.c
@@ -59,6 +59,8 @@ static struct llvmpipe_resource resource_list;
#endif
static unsigned id_counter = 0;
+static void
+alloc_image_data(struct llvmpipe_resource *lpr);
/**
* Conventional allocation path for non-display textures:
@@ -247,6 +249,11 @@ llvmpipe_resource_create(struct pipe_screen *_screen,
/* texture map */
if (!llvmpipe_texture_layout(screen, lpr))
goto fail;
+
+ alloc_image_data(lpr);
+ if (!lpr->tex_data) {
+ goto fail;
+ }
}
}
else {
--
1.9.1
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