[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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