wined3d: Do not preload buffers while under the GL lock in process_vertices_strided().
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@ -3760,6 +3760,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
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}
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/* Context activation is done by the caller. */
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/* Do not call while under the GL lock. */
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#define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
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static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount,
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const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD dwFlags,
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@ -3784,9 +3785,6 @@ static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIn
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return WINED3DERR_INVALIDCALL;
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}
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/* We might access VBOs from this code, so hold the lock */
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ENTER_GL();
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if (!dest->resource.allocatedMemory)
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buffer_get_sysmem(dest, gl_info);
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@ -4089,22 +4087,27 @@ static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIn
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}
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}
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if(dest_conv) {
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if (dest_conv)
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{
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->buffer_object));
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checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
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GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
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dwCount * get_flexible_vertex_size(DestFVF),
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dest_conv_addr));
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checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
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LEAVE_GL();
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HeapFree(GetProcessHeap(), 0, dest_conv_addr);
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}
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LEAVE_GL();
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return WINED3D_OK;
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}
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#undef copy_and_next
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/* Do not call while under the GL lock. */
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static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex,
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UINT VertexCount, IWineD3DBuffer *pDestBuffer, IWineD3DVertexDeclaration *pVertexDecl, DWORD Flags,
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DWORD DestFVF)
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