wined3d: Add missing checkGLcall's to buffer_Map().
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@ -1180,10 +1180,12 @@ static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset,
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GLbitfield mapflags = buffer_gl_map_flags(flags);
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This->resource.allocatedMemory = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
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This->resource.size, mapflags));
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checkGLcall("glMapBufferRange");
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}
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else
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{
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This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
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checkGLcall("glMapBufferARB");
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}
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LEAVE_GL();
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