From: Stanislaw Halik <stha...@misaki.pl> Buffers in the MANAGED pool are supposed to have the content in a ram buffer, a copy in VRAM if there is enough memory (driver manages memory and decide when to delete the buffer in VRAM).
This is not implemented properly in nine, and a VRAM copy is going to be created when the RAM memory is filled, and the VRAM copy will get synced with the RAM memory updates. Due to some issues (in the implementation or in app logic), it can happen we try to create a sampler view of the resource while we haven't created the VRAM resource. This hack creates the resource when we hit this case, which prevents crashing, but doesn't help with the resource content. This fixes several games crashing at launch. Acked-by: Axel Davy <axel.d...@ens.fr> Acked-by: David Heidelberg <da...@ixit.cz> Signed-off-by: Stanislaw Halik <stha...@misaki.pl> Cc: "10.4" <mesa-sta...@lists.freedesktop.org> --- src/gallium/state_trackers/nine/basetexture9.c | 3 +++ 1 file changed, 3 insertions(+) diff --git a/src/gallium/state_trackers/nine/basetexture9.c b/src/gallium/state_trackers/nine/basetexture9.c index fb5a61a..ccfd199 100644 --- a/src/gallium/state_trackers/nine/basetexture9.c +++ b/src/gallium/state_trackers/nine/basetexture9.c @@ -457,6 +457,9 @@ NineBaseTexture9_UpdateSamplerView( struct NineBaseTexture9 *This, if (unlikely(This->format == D3DFMT_NULL)) return D3D_OK; NineBaseTexture9_Dump(This); + /* hack due to incorrect POOL_MANAGED handling */ + NineBaseTexture9_GenerateMipSubLevels(This); + resource = This->base.resource; } assert(resource); -- 2.1.3 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev