Commit 9e0ba3ea authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

ddraw: Make default pool resources dynamic.

To make DDLOCK_DISCARDCONTENTS actually do anything. The MAPPABLE flag is now redundant.
parent 331bb68e
...@@ -2873,7 +2873,7 @@ static HRESULT CreateSurface(struct ddraw *ddraw, DDSURFACEDESC2 *DDSD, ...@@ -2873,7 +2873,7 @@ static HRESULT CreateSurface(struct ddraw *ddraw, DDSURFACEDESC2 *DDSD,
* the surface isn't mapped, and that updates done this way will be * the surface isn't mapped, and that updates done this way will be
* visible on the screen. The game Nox is such an application, * visible on the screen. The game Nox is such an application,
* Commandos: Behind Enemy Lines is another. */ * Commandos: Behind Enemy Lines is another. */
const DWORD flags = WINED3D_SURFACE_MAPPABLE | WINED3D_SURFACE_PIN_SYSMEM; const DWORD flags = WINED3D_SURFACE_PIN_SYSMEM;
TRACE("ddraw %p, surface_desc %p, surface %p, outer_unknown %p.\n", ddraw, DDSD, surface, UnkOuter); TRACE("ddraw %p, surface_desc %p, surface %p, outer_unknown %p.\n", ddraw, DDSD, surface, UnkOuter);
......
...@@ -5623,7 +5623,7 @@ HRESULT ddraw_surface_create_texture(struct ddraw_surface *surface, DWORD surfac ...@@ -5623,7 +5623,7 @@ HRESULT ddraw_surface_create_texture(struct ddraw_surface *surface, DWORD surfac
} }
else else
{ {
wined3d_desc.usage = WINED3DUSAGE_TEXTURE; wined3d_desc.usage = WINED3DUSAGE_TEXTURE | WINED3DUSAGE_DYNAMIC;
pool = WINED3D_POOL_DEFAULT; pool = WINED3D_POOL_DEFAULT;
} }
...@@ -5771,6 +5771,7 @@ HRESULT ddraw_surface_init(struct ddraw_surface *surface, struct ddraw *ddraw, ...@@ -5771,6 +5771,7 @@ HRESULT ddraw_surface_init(struct ddraw_surface *surface, struct ddraw *ddraw,
/* Videomemory adds localvidmem. This is mutually exclusive with /* Videomemory adds localvidmem. This is mutually exclusive with
* systemmemory and texturemanage. */ * systemmemory and texturemanage. */
desc->ddsCaps.dwCaps |= DDSCAPS_LOCALVIDMEM; desc->ddsCaps.dwCaps |= DDSCAPS_LOCALVIDMEM;
usage |= WINED3DUSAGE_DYNAMIC;
} }
format = wined3dformat_from_ddrawformat(&desc->u4.ddpfPixelFormat); format = wined3dformat_from_ddrawformat(&desc->u4.ddpfPixelFormat);
......
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