Matteo Bruni : d3d9: Always allow read and write map access to non-DEFAULT buffers.

Alexandre Julliard julliard at winehq.org
Tue May 14 15:43:02 CDT 2019


Module: wine
Branch: master
Commit: 9d9dd8b378b84e125f877a1c675c5b9a5ffa673f
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=9d9dd8b378b84e125f877a1c675c5b9a5ffa673f

Author: Matteo Bruni <mbruni at codeweavers.com>
Date:   Mon May 13 20:34:18 2019 +0200

d3d9: Always allow read and write map access to non-DEFAULT buffers.

D3d9 is very lax WRT map access to buffers and there isn't really much
of a reason for us to restrict read access to non-DEFAULT resources.

On the other hand, we'd still really like to be able to ensure that
DEFAULT, DYNAMIC | WRITEONLY buffers get allocated in the proper
memory region and get efficient data uploads, so keep the restriction
for DEFAULT resources.

Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=46849
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 dlls/d3d9/buffer.c | 6 ++++++
 1 file changed, 6 insertions(+)

diff --git a/dlls/d3d9/buffer.c b/dlls/d3d9/buffer.c
index 43321b3..46d11e7 100644
--- a/dlls/d3d9/buffer.c
+++ b/dlls/d3d9/buffer.c
@@ -316,6 +316,9 @@ HRESULT vertexbuffer_init(struct d3d9_vertexbuffer *buffer, struct d3d9_device *
     desc.usage = usage & WINED3DUSAGE_MASK;
     desc.bind_flags = 0;
     desc.access = wined3daccess_from_d3dpool(pool, usage) | map_access_from_usage(usage);
+    /* Buffers are always readable. */
+    if (pool != D3DPOOL_DEFAULT)
+        desc.access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
     desc.misc_flags = 0;
     desc.structure_byte_stride = 0;
 
@@ -639,6 +642,9 @@ HRESULT indexbuffer_init(struct d3d9_indexbuffer *buffer, struct d3d9_device *de
     desc.usage = (usage & WINED3DUSAGE_MASK) | WINED3DUSAGE_STATICDECL;
     desc.bind_flags = 0;
     desc.access = wined3daccess_from_d3dpool(pool, usage) | map_access_from_usage(usage);
+    /* Buffers are always readable. */
+    if (pool != D3DPOOL_DEFAULT)
+        desc.access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
     desc.misc_flags = 0;
     desc.structure_byte_stride = 0;
 




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