[PATCH 2/6] d3d9: Always allow read and write map access to non-DEFAULT buffers.

Matteo Bruni mbruni at codeweavers.com
Mon May 13 13:34:18 CDT 2019


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>
---
Once we start using glBufferStorage() to create GL buffers (with
MAP_WRITE_BIT / MAP_READ_BIT depending on resource access flags) we'll
be depending on undefined behavior ("MAP_READ_BIT - "... "No GL error
is generated if the pointer is used to query a mapping which excludes
this flag, but the result is undefined and system errors (possibly
including program termination) may occur.") for
test_writeonly_resource() in device.c and possibly actual applications
(not Vietcong though, it uses a WRITEONLY SYSTEMMEM buffer). The test
works for me on both Nvidia and AMD but I realize it's not great...

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

diff --git a/dlls/d3d9/buffer.c b/dlls/d3d9/buffer.c
index 43321b3202b..46d11e7de09 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;
 
-- 
2.21.0




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