ddraw: Make default pool resources dynamic.
To make DDLOCK_DISCARDCONTENTS actually do anything. The MAPPABLE flag is now redundant.
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@ -2873,7 +2873,7 @@ static HRESULT CreateSurface(struct ddraw *ddraw, DDSURFACEDESC2 *DDSD,
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* the surface isn't mapped, and that updates done this way will be
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* visible on the screen. The game Nox is such an application,
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* Commandos: Behind Enemy Lines is another. */
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const DWORD flags = WINED3D_SURFACE_MAPPABLE | WINED3D_SURFACE_PIN_SYSMEM;
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const DWORD flags = WINED3D_SURFACE_PIN_SYSMEM;
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TRACE("ddraw %p, surface_desc %p, surface %p, outer_unknown %p.\n", ddraw, DDSD, surface, UnkOuter);
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@ -5623,7 +5623,7 @@ HRESULT ddraw_surface_create_texture(struct ddraw_surface *surface, DWORD surfac
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}
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else
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{
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wined3d_desc.usage = WINED3DUSAGE_TEXTURE;
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wined3d_desc.usage = WINED3DUSAGE_TEXTURE | WINED3DUSAGE_DYNAMIC;
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pool = WINED3D_POOL_DEFAULT;
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}
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@ -5771,6 +5771,7 @@ HRESULT ddraw_surface_init(struct ddraw_surface *surface, struct ddraw *ddraw,
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/* Videomemory adds localvidmem. This is mutually exclusive with
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* systemmemory and texturemanage. */
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desc->ddsCaps.dwCaps |= DDSCAPS_LOCALVIDMEM;
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usage |= WINED3DUSAGE_DYNAMIC;
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}
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format = wined3dformat_from_ddrawformat(&desc->u4.ddpfPixelFormat);
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