wined3d: Make sure all contexts are finished drawing before calling SwapBuffers().
This causes a small performance hit when multiple GL contexts are used. As an optimization we could use ARB_sync to only wait for the last draw call instead of all GL commands.
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@ -343,6 +343,7 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
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swapchain_blit(This, context, &src_rect, &dst_rect);
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}
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if (This->num_contexts > 1) wglFinish();
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SwapBuffers(This->context[0]->hdc); /* TODO: cycle through the swapchain buffers */
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TRACE("SwapBuffers called, Starting new frame\n");
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