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ddraw: Set WINED3D_RESOURCE_ACCESS_MAP on buffers.
Since ddraw buffers can always be mapped. WINED3D_RESOURCE_ACCESS_MAP is currently not enforced on buffers in wined3d, but we'd like to change that. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -632,7 +632,7 @@ static HRESULT WINAPI d3d_execute_buffer_SetExecuteData(IDirect3DExecuteBuffer *
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desc.byte_width = new_size * sizeof(D3DTLVERTEX);
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desc.usage = WINED3DUSAGE_STATICDECL;
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desc.access = WINED3D_RESOURCE_ACCESS_GPU;
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desc.access = WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_MAP;
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if (FAILED(hr = wined3d_buffer_create(buffer->d3ddev->wined3d_device, &desc,
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NULL, NULL, &ddraw_null_wined3d_parent_ops, &dst_buffer)))
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@ -127,7 +127,7 @@ static HRESULT d3d_vertex_buffer_create_wined3d_buffer(struct d3d_vertex_buffer
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if (buffer->Caps & D3DVBCAPS_SYSTEMMEMORY)
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desc.access = WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP;
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else
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desc.access = WINED3D_RESOURCE_ACCESS_GPU;
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desc.access = WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_MAP;
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desc.misc_flags = 0;
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desc.structure_byte_stride = 0;
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