wined3d: Set SFLAG_DYNLOCK for lockable render targets.

This commit is contained in:
Henri Verbeet 2011-05-10 21:18:44 +02:00 committed by Alexandre Julliard
parent a1950b9669
commit e6ab3832b2
1 changed files with 9 additions and 0 deletions

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@ -7423,6 +7423,15 @@ HRESULT surface_init(struct wined3d_surface *surface, WINED3DSURFTYPE surface_ty
surface->flags |= SFLAG_DISCARD;
if (lockable || format_id == WINED3DFMT_D16_LOCKABLE)
surface->flags |= SFLAG_LOCKABLE;
/* I'm not sure if this qualifies as a hack or as an optimization. It
* seems reasonable to assume that lockable render targets will get
* locked, so we might as well set SFLAG_DYNLOCK right at surface
* creation. However, the other reason we want to do this is that several
* ddraw applications access surface memory while the surface isn't
* mapped. The SFLAG_DYNLOCK behaviour of keeping SYSMEM around for
* future locks prevents these from crashing. */
if (lockable && (usage & WINED3DUSAGE_RENDERTARGET))
surface->flags |= SFLAG_DYNLOCK;
/* Mark the texture as dirty so that it gets loaded first time around. */
surface_add_dirty_rect(surface, NULL);