diff --git a/dlls/wined3d/resource.c b/dlls/wined3d/resource.c index eb1dcd02f36..59fced9a80f 100644 --- a/dlls/wined3d/resource.c +++ b/dlls/wined3d/resource.c @@ -53,12 +53,10 @@ static DWORD resource_access_from_pool(enum wined3d_pool pool) case WINED3D_POOL_MANAGED: return WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU; + case WINED3D_POOL_SCRATCH: case WINED3D_POOL_SYSTEM_MEM: return WINED3D_RESOURCE_ACCESS_CPU; - case WINED3D_POOL_SCRATCH: - return WINED3D_RESOURCE_ACCESS_SCRATCH; - default: FIXME("Unhandled pool %#x.\n", pool); return 0; diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index e19a61e1e27..c9be67ec082 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -1917,9 +1917,6 @@ static inline void invalidate_active_texture(const struct wined3d_device *device #define WINED3D_RESOURCE_ACCESS_GPU 0x1 #define WINED3D_RESOURCE_ACCESS_CPU 0x2 -/* SCRATCH is mostly the same as CPU, but can't be used by the GPU at all, - * not even for resource uploads. */ -#define WINED3D_RESOURCE_ACCESS_SCRATCH 0x4 struct wined3d_resource_ops {