diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 8150c970295..67d27e67171 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -7048,8 +7048,12 @@ static void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, WINED3DPRESENT_PARAM surface->resource.allocatedMemory = NULL; surface->resource.heapMemory = NULL; surface->resource.size = IWineD3DSurface_GetPitch((IWineD3DSurface *) surface) * surface->pow2Width; - /* INDRAWABLE is a sane place for implicit targets / depth stencil after the reset */ - IWineD3DSurface_ModifyLocation((IWineD3DSurface *) surface, SFLAG_INDRAWABLE, TRUE); + /* INDRAWABLE is a sane place for implicit targets after the reset, INSYSMEM is more appropriate for depth stencils. */ + if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) { + IWineD3DSurface_ModifyLocation((IWineD3DSurface *) surface, SFLAG_INSYSMEM, TRUE); + } else { + IWineD3DSurface_ModifyLocation((IWineD3DSurface *) surface, SFLAG_INDRAWABLE, TRUE); + } } static HRESULT WINAPI reset_unload_resources(IWineD3DResource *resource, void *data) { diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 684690b604a..adddaa940c3 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -572,7 +572,11 @@ static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) { * uninitialized drawable. That's pointless and we'd have to allocate the texture / * sysmem copy here. */ - IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE); + if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) { + IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE); + } else { + IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE); + } } else { /* Load the surface into system memory */ IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);