[PATCH 5/5] d3d8: Do not add map access indiscriminately in texture_init().
Henri Verbeet
hverbeet at codeweavers.com
Mon Nov 12 03:43:22 CST 2018
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/d3d8/texture.c | 3 +--
1 file changed, 1 insertion(+), 2 deletions(-)
diff --git a/dlls/d3d8/texture.c b/dlls/d3d8/texture.c
index 7bfca865133..0b86ed9571b 100644
--- a/dlls/d3d8/texture.c
+++ b/dlls/d3d8/texture.c
@@ -1110,8 +1110,7 @@ HRESULT texture_init(struct d3d8_texture *texture, struct d3d8_device *device,
if (pool == D3DPOOL_SCRATCH)
desc.usage |= WINED3DUSAGE_SCRATCH;
desc.bind_flags = wined3d_bind_flags_from_d3d8_usage(usage) | WINED3D_BIND_SHADER_RESOURCE;
- desc.access = wined3daccess_from_d3dpool(pool, usage)
- | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
+ desc.access = wined3daccess_from_d3dpool(pool, usage);
desc.width = width;
desc.height = height;
desc.depth = 1;
--
2.11.0
More information about the wine-devel
mailing list