d3d8: 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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@ -2385,7 +2385,7 @@ static HRESULT d3d8_device_prepare_vertex_buffer(struct d3d8_device *device, UIN
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desc.byte_width = size;
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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.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.structure_byte_stride = 0;
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@ -2480,7 +2480,7 @@ static HRESULT d3d8_device_prepare_index_buffer(struct d3d8_device *device, UINT
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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.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.structure_byte_stride = 0;
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