d3d8: Set WINED3D_RESOURCE_ACCESS_MAP on 2D textures.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1018,7 +1018,7 @@ static HRESULT d3d8_device_create_surface(struct d3d8_device *device, UINT width
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desc.usage = usage & WINED3DUSAGE_MASK;
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if (pool == D3DPOOL_SCRATCH)
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desc.usage |= WINED3DUSAGE_SCRATCH;
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desc.access = wined3daccess_from_d3dpool(pool);
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desc.access = wined3daccess_from_d3dpool(pool) | WINED3D_RESOURCE_ACCESS_MAP;
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desc.width = width;
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desc.height = height;
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desc.depth = 1;
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@ -1110,7 +1110,7 @@ HRESULT texture_init(struct d3d8_texture *texture, struct d3d8_device *device,
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desc.usage |= WINED3DUSAGE_TEXTURE;
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if (pool == D3DPOOL_SCRATCH)
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desc.usage |= WINED3DUSAGE_SCRATCH;
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desc.access = wined3daccess_from_d3dpool(pool);
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desc.access = wined3daccess_from_d3dpool(pool) | WINED3D_RESOURCE_ACCESS_MAP;
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desc.width = width;
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desc.height = height;
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desc.depth = 1;
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@ -1157,7 +1157,7 @@ HRESULT cubetexture_init(struct d3d8_texture *texture, struct d3d8_device *devic
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desc.usage |= WINED3DUSAGE_LEGACY_CUBEMAP | WINED3DUSAGE_TEXTURE;
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if (pool == D3DPOOL_SCRATCH)
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desc.usage |= WINED3DUSAGE_SCRATCH;
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desc.access = wined3daccess_from_d3dpool(pool);
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desc.access = wined3daccess_from_d3dpool(pool) | WINED3D_RESOURCE_ACCESS_MAP;
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desc.width = edge_length;
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desc.height = edge_length;
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desc.depth = 1;
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