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