wined3d: Try to avoid stalling on dynamic buffer maps.
Particularly for applications that use dynamic buffers without WINED3D_MAP_DISCARD/WINED3D_MAP_NOOVERWRITE. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1039,7 +1039,8 @@ static HRESULT wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UI
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dirty_size = 0;
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dirty_size = 0;
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}
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}
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if (buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
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if (!(flags & (WINED3D_MAP_NOOVERWRITE | WINED3D_MAP_DISCARD | WINED3D_MAP_READONLY))
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|| buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
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{
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{
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if (!(buffer->locations & WINED3D_LOCATION_SYSMEM))
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if (!(buffer->locations & WINED3D_LOCATION_SYSMEM))
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{
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{
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