[PATCH 2/5] d3d8: Don't allow map read access to D3DUSAGE_WRITEONLY buffers.
Matteo Bruni
mbruni at codeweavers.com
Thu Jan 31 06:17:22 CST 2019
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
dlls/d3d8/buffer.c | 6 ++----
dlls/d3d8/d3d8_private.h | 26 +++++++++++++++++++-------
2 files changed, 21 insertions(+), 11 deletions(-)
diff --git a/dlls/d3d8/buffer.c b/dlls/d3d8/buffer.c
index 5454d5712a1..8aec654052c 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) | map_access_from_usage(usage);
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) | map_access_from_usage(usage);
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..7c44f07c5ea 100644
--- a/dlls/d3d8/d3d8_private.h
+++ b/dlls/d3d8/d3d8_private.h
@@ -313,23 +313,35 @@ static inline D3DPOOL d3dpool_from_wined3daccess(unsigned int access, unsigned i
}
}
+static inline unsigned int map_access_from_usage(unsigned int usage)
+{
+ if (usage & D3DUSAGE_WRITEONLY)
+ return WINED3D_RESOURCE_ACCESS_MAP_W;
+ return WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
+}
+
static inline unsigned int wined3daccess_from_d3dpool(D3DPOOL pool, unsigned int usage)
{
+ 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 (pool != D3DPOOL_DEFAULT || usage & D3DUSAGE_DYNAMIC)
+ access |= map_access_from_usage(usage);
+ return access;
}
static inline unsigned int wined3d_bind_flags_from_d3d8_usage(DWORD usage)
--
2.19.2
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