ddraw: Set WINED3D_RESOURCE_ACCESS_MAP on buffers.

Since ddraw buffers can always be mapped. WINED3D_RESOURCE_ACCESS_MAP is
currently not enforced on buffers in wined3d, but we'd like to change that.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
oldstable
Henri Verbeet 2018-02-10 00:42:39 +03:30 committed by Alexandre Julliard
parent f4ebb7d57d
commit 3bb34ac938
2 changed files with 2 additions and 2 deletions

View File

@ -632,7 +632,7 @@ static HRESULT WINAPI d3d_execute_buffer_SetExecuteData(IDirect3DExecuteBuffer *
desc.byte_width = new_size * sizeof(D3DTLVERTEX);
desc.usage = WINED3DUSAGE_STATICDECL;
desc.access = WINED3D_RESOURCE_ACCESS_GPU;
desc.access = WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_MAP;
if (FAILED(hr = wined3d_buffer_create(buffer->d3ddev->wined3d_device, &desc,
NULL, NULL, &ddraw_null_wined3d_parent_ops, &dst_buffer)))

View File

@ -127,7 +127,7 @@ static HRESULT d3d_vertex_buffer_create_wined3d_buffer(struct d3d_vertex_buffer
if (buffer->Caps & D3DVBCAPS_SYSTEMMEMORY)
desc.access = WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP;
else
desc.access = WINED3D_RESOURCE_ACCESS_GPU;
desc.access = WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_MAP;
desc.misc_flags = 0;
desc.structure_byte_stride = 0;