[PATCH 4/6] d3d8: Centralize the assignment of resource access map flags.
Matteo Bruni
mbruni at codeweavers.com
Wed Jan 30 09:26:01 CST 2019
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
dlls/d3d8/buffer.c | 6 ++----
dlls/d3d8/d3d8_private.h | 22 ++++++++++++++--------
dlls/d3d8/texture.c | 6 +++---
3 files changed, 19 insertions(+), 15 deletions(-)
diff --git a/dlls/d3d8/buffer.c b/dlls/d3d8/buffer.c
index 5454d5712a1..328fcad85d4 100644
--- a/dlls/d3d8/buffer.c
+++ b/dlls/d3d8/buffer.c
@@ -303,8 +303,7 @@ HRESULT vertexbuffer_init(struct d3d8_vertexbuffer *buffer, struct d3d8_device *
desc.byte_width = size;
desc.usage = usage & WINED3DUSAGE_MASK;
desc.bind_flags = 0;
- desc.access = wined3daccess_from_d3dpool(pool, usage)
- | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
+ desc.access = wined3daccess_from_d3dpool(pool, usage, D3DRTYPE_VERTEXBUFFER);
desc.misc_flags = 0;
desc.structure_byte_stride = 0;
@@ -618,8 +617,7 @@ HRESULT indexbuffer_init(struct d3d8_indexbuffer *buffer, struct d3d8_device *de
desc.byte_width = size;
desc.usage = (usage & WINED3DUSAGE_MASK) | WINED3DUSAGE_STATICDECL;
desc.bind_flags = 0;
- desc.access = wined3daccess_from_d3dpool(pool, usage)
- | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
+ desc.access = wined3daccess_from_d3dpool(pool, usage, D3DRTYPE_INDEXBUFFER);
desc.misc_flags = 0;
desc.structure_byte_stride = 0;
diff --git a/dlls/d3d8/d3d8_private.h b/dlls/d3d8/d3d8_private.h
index 955de86b80d..d436ed87270 100644
--- a/dlls/d3d8/d3d8_private.h
+++ b/dlls/d3d8/d3d8_private.h
@@ -313,23 +313,29 @@ static inline D3DPOOL d3dpool_from_wined3daccess(unsigned int access, unsigned i
}
}
-static inline unsigned int wined3daccess_from_d3dpool(D3DPOOL pool, unsigned int usage)
+static inline unsigned int wined3daccess_from_d3dpool(D3DPOOL pool, unsigned int usage, D3DRESOURCETYPE type)
{
+ unsigned int access;
+
switch (pool)
{
case D3DPOOL_DEFAULT:
- if (usage & D3DUSAGE_DYNAMIC)
- return WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
- return WINED3D_RESOURCE_ACCESS_GPU;
+ access = WINED3D_RESOURCE_ACCESS_GPU;
+ break;
case D3DPOOL_MANAGED:
- return WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU
- | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
+ access = WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU;
+ break;
case D3DPOOL_SYSTEMMEM:
case D3DPOOL_SCRATCH:
- return WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
+ access = WINED3D_RESOURCE_ACCESS_CPU;
+ break;
default:
- return 0;
+ access = 0;
}
+ if (type == D3DRTYPE_VERTEXBUFFER || type == D3DRTYPE_INDEXBUFFER
+ || pool != D3DPOOL_DEFAULT || usage & D3DUSAGE_DYNAMIC)
+ access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
+ return access;
}
static inline unsigned int wined3d_bind_flags_from_d3d8_usage(DWORD usage)
diff --git a/dlls/d3d8/texture.c b/dlls/d3d8/texture.c
index 6f17e9da5fd..6a7e6b4203c 100644
--- a/dlls/d3d8/texture.c
+++ b/dlls/d3d8/texture.c
@@ -1111,7 +1111,7 @@ 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);
+ desc.access = wined3daccess_from_d3dpool(pool, usage, D3DRTYPE_TEXTURE);
desc.width = width;
desc.height = height;
desc.depth = 1;
@@ -1156,7 +1156,7 @@ 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);
+ desc.access = wined3daccess_from_d3dpool(pool, usage, D3DRTYPE_CUBETEXTURE);
desc.width = edge_length;
desc.height = edge_length;
desc.depth = 1;
@@ -1203,7 +1203,7 @@ HRESULT volumetexture_init(struct d3d8_texture *texture, struct d3d8_device *dev
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);
+ desc.access = wined3daccess_from_d3dpool(pool, usage, D3DRTYPE_VOLUMETEXTURE);
desc.width = width;
desc.height = height;
desc.depth = depth;
--
2.19.2
More information about the wine-devel
mailing list