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