d3d9: Always allow read and write map access to non-DEFAULT buffers.
D3d9 is very lax WRT map access to buffers and there isn't really much of a reason for us to restrict read access to non-DEFAULT resources. On the other hand, we'd still really like to be able to ensure that DEFAULT, DYNAMIC | WRITEONLY buffers get allocated in the proper memory region and get efficient data uploads, so keep the restriction for DEFAULT resources. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=46849 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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@ -316,6 +316,9 @@ HRESULT vertexbuffer_init(struct d3d9_vertexbuffer *buffer, struct d3d9_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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@ -639,6 +642,9 @@ HRESULT indexbuffer_init(struct d3d9_indexbuffer *buffer, struct d3d9_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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