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wined3d: Use the resource access flags in wined3d_device_update_texture().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3768,14 +3768,15 @@ HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
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return WINED3DERR_INVALIDCALL;
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}
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if (src_texture->resource.pool != WINED3D_POOL_SYSTEM_MEM || src_texture->resource.usage & WINED3DUSAGE_SCRATCH)
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if (src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU
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|| src_texture->resource.usage & WINED3DUSAGE_SCRATCH)
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{
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WARN("Source texture not in WINED3D_POOL_SYSTEM_MEM, returning WINED3DERR_INVALIDCALL.\n");
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WARN("Source resource is GPU accessible or a scratch resource.\n");
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return WINED3DERR_INVALIDCALL;
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}
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if (dst_texture->resource.pool != WINED3D_POOL_DEFAULT)
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if (dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_CPU)
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{
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WARN("Destination texture not in WINED3D_POOL_DEFAULT, returning WINED3DERR_INVALIDCALL.\n");
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WARN("Destination resource is CPU accessible.\n");
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return WINED3DERR_INVALIDCALL;
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}
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