ddraw: Drop map read access from the internal buffers used for user-pointer draws.
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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@ -3471,7 +3471,7 @@ static HRESULT d3d_device_prepare_vertex_buffer(struct d3d_device *device, UINT
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desc.byte_width = size;
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desc.byte_width = size;
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desc.usage = WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_WRITEONLY;
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desc.usage = WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_WRITEONLY;
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desc.bind_flags = WINED3D_BIND_VERTEX_BUFFER;
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desc.bind_flags = WINED3D_BIND_VERTEX_BUFFER;
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desc.access = WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
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desc.access = WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_MAP_W;
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desc.misc_flags = 0;
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desc.misc_flags = 0;
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desc.structure_byte_stride = 0;
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desc.structure_byte_stride = 0;
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@ -3663,7 +3663,7 @@ static HRESULT d3d_device_prepare_index_buffer(struct d3d_device *device, UINT m
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desc.byte_width = size;
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desc.byte_width = size;
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desc.usage = WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_STATICDECL;
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desc.usage = WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_STATICDECL;
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desc.bind_flags = WINED3D_BIND_INDEX_BUFFER;
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desc.bind_flags = WINED3D_BIND_INDEX_BUFFER;
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desc.access = WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
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desc.access = WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_MAP_W;
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desc.misc_flags = 0;
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desc.misc_flags = 0;
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desc.structure_byte_stride = 0;
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desc.structure_byte_stride = 0;
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@ -131,8 +131,7 @@ HRESULT d3d_execute_buffer_execute(struct d3d_execute_buffer *buffer,
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desc.byte_width = new_size * sizeof(*indices);
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desc.byte_width = new_size * sizeof(*indices);
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desc.usage = WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_STATICDECL;
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desc.usage = WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_STATICDECL;
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desc.bind_flags = WINED3D_BIND_INDEX_BUFFER;
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desc.bind_flags = WINED3D_BIND_INDEX_BUFFER;
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desc.access = WINED3D_RESOURCE_ACCESS_GPU
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desc.access = WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_MAP_W;
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| WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
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desc.misc_flags = 0;
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desc.misc_flags = 0;
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desc.structure_byte_stride = 0;
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desc.structure_byte_stride = 0;
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@ -639,7 +638,7 @@ static HRESULT WINAPI d3d_execute_buffer_SetExecuteData(IDirect3DExecuteBuffer *
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desc.byte_width = new_size * sizeof(D3DTLVERTEX);
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desc.byte_width = new_size * sizeof(D3DTLVERTEX);
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desc.usage = WINED3DUSAGE_STATICDECL;
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desc.usage = WINED3DUSAGE_STATICDECL;
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desc.access = WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
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desc.access = WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_MAP_W;
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if (FAILED(hr = wined3d_buffer_create(buffer->d3ddev->wined3d_device, &desc,
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if (FAILED(hr = wined3d_buffer_create(buffer->d3ddev->wined3d_device, &desc,
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NULL, NULL, &ddraw_null_wined3d_parent_ops, &dst_buffer)))
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NULL, NULL, &ddraw_null_wined3d_parent_ops, &dst_buffer)))
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