d3d8: Do not add map access indiscriminately in texture_init().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2018-11-12 13:13:22 +03:30 committed by Alexandre Julliard
parent bb214c385b
commit b5606045bc
1 changed files with 1 additions and 2 deletions

View File

@ -1110,8 +1110,7 @@ HRESULT texture_init(struct d3d8_texture *texture, struct d3d8_device *device,
if (pool == D3DPOOL_SCRATCH)
desc.usage |= WINED3DUSAGE_SCRATCH;
desc.bind_flags = wined3d_bind_flags_from_d3d8_usage(usage) | WINED3D_BIND_SHADER_RESOURCE;
desc.access = wined3daccess_from_d3dpool(pool, usage)
| WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
desc.access = wined3daccess_from_d3dpool(pool, usage);
desc.width = width;
desc.height = height;
desc.depth = 1;