[PATCH 1/5] d3d8: Do not add map access indiscriminately in cubetexture_init().

Henri Verbeet hverbeet at codeweavers.com
Tue Nov 13 07:10:14 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 0b86ed9571b..ec5ae034858 100644
--- a/dlls/d3d8/texture.c
+++ b/dlls/d3d8/texture.c
@@ -1155,8 +1155,7 @@ HRESULT cubetexture_init(struct d3d8_texture *texture, struct d3d8_device *devic
     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 = edge_length;
     desc.height = edge_length;
     desc.depth = 1;
-- 
2.11.0




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