d3d8: Don't allow map read access to D3DUSAGE_WRITEONLY buffers.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -303,8 +303,7 @@ HRESULT vertexbuffer_init(struct d3d8_vertexbuffer *buffer, struct d3d8_device *
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desc.byte_width = size;
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desc.usage = usage & WINED3DUSAGE_MASK;
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desc.bind_flags = 0;
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desc.access = wined3daccess_from_d3dpool(pool, usage)
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| WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
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desc.access = wined3daccess_from_d3dpool(pool, usage) | map_access_from_usage(usage);
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desc.misc_flags = 0;
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desc.structure_byte_stride = 0;
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@ -618,8 +617,7 @@ HRESULT indexbuffer_init(struct d3d8_indexbuffer *buffer, struct d3d8_device *de
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desc.byte_width = size;
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desc.usage = (usage & WINED3DUSAGE_MASK) | WINED3DUSAGE_STATICDECL;
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desc.bind_flags = 0;
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desc.access = wined3daccess_from_d3dpool(pool, usage)
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| WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
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desc.access = wined3daccess_from_d3dpool(pool, usage) | map_access_from_usage(usage);
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desc.misc_flags = 0;
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desc.structure_byte_stride = 0;
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@ -313,23 +313,35 @@ static inline D3DPOOL d3dpool_from_wined3daccess(unsigned int access, unsigned i
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}
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}
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static inline unsigned int map_access_from_usage(unsigned int usage)
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{
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if (usage & D3DUSAGE_WRITEONLY)
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return WINED3D_RESOURCE_ACCESS_MAP_W;
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return WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
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}
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static inline unsigned int wined3daccess_from_d3dpool(D3DPOOL pool, unsigned int usage)
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{
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unsigned int access;
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switch (pool)
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{
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case D3DPOOL_DEFAULT:
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if (usage & D3DUSAGE_DYNAMIC)
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return WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
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return WINED3D_RESOURCE_ACCESS_GPU;
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access = WINED3D_RESOURCE_ACCESS_GPU;
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break;
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case D3DPOOL_MANAGED:
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return WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU
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| WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
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access = WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU;
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break;
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case D3DPOOL_SYSTEMMEM:
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case D3DPOOL_SCRATCH:
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return WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
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access = WINED3D_RESOURCE_ACCESS_CPU;
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break;
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default:
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return 0;
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access = 0;
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}
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if (pool != D3DPOOL_DEFAULT || usage & D3DUSAGE_DYNAMIC)
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access |= map_access_from_usage(usage);
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return access;
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}
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static inline unsigned int wined3d_bind_flags_from_d3d8_usage(DWORD usage)
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