d3d8: Always allow read and write map access to non-DEFAULT 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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@ -309,6 +309,9 @@ HRESULT vertexbuffer_init(struct d3d8_vertexbuffer *buffer, struct d3d8_device *
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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) | map_access_from_usage(usage);
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/* Buffers are always readable. */
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if (pool != D3DPOOL_DEFAULT)
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desc.access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
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desc.misc_flags = 0;
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desc.structure_byte_stride = 0;
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@ -628,6 +631,9 @@ HRESULT indexbuffer_init(struct d3d8_indexbuffer *buffer, struct d3d8_device *de
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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) | map_access_from_usage(usage);
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/* Buffers are always readable. */
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if (pool != D3DPOOL_DEFAULT)
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desc.access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
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desc.misc_flags = 0;
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desc.structure_byte_stride = 0;
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