Sweden-Number/dlls/wined3d
Zebediah Figura d9e8f4b458 wined3d: Call wined3d_context_unmap_bo_address() when updating a buffer BO.
That is, don't just flush it, but unmap it as well.

As of d8e8ab21c0, we can get here even when
!wined3d_map_persistent(). Thus we currently end up leaving BOs mapped when
performing an accelerated DISCARD map. Try to avoid that.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-10 18:09:36 +01:00
..
Makefile.in
adapter_gl.c wined3d: Use the chunk allocator for GL indirect draw buffers. 2022-02-08 20:24:14 +01:00
adapter_vk.c
arb_program_shader.c wined3d: Use wined3d_bit_scan() in shader_arb_generate_pshader(). 2022-02-01 20:36:04 +01:00
ati_fragment_shader.c
buffer.c wined3d: Call wined3d_context_unmap_bo_address() when updating a buffer BO. 2022-02-10 18:09:36 +01:00
context.c
context_gl.c wined3d: Use the chunk allocator for GL uniform buffers. 2022-02-09 20:08:02 +01:00
context_vk.c wined3d: Initialize map_ptr to NULL in wined3d_context_vk_create_slab_bo(). 2022-02-10 18:09:26 +01:00
cs.c
device.c wined3d: Use the chunk allocator for GL indirect draw buffers. 2022-02-08 20:24:14 +01:00
directx.c
gl_compat.c
glsl_shader.c
nvidia_texture_shader.c
palette.c
query.c wined3d: Improve comment in wined3d_query_vk_issue(). 2022-02-09 20:08:21 +01:00
resource.c
sampler.c
shader.c
shader_sm1.c
shader_sm4.c wined3d: Skip non-color outputs in SM4 shader output mapping. 2022-02-09 20:08:27 +01:00
shader_spirv.c
state.c
stateblock.c
surface.c
swapchain.c
texture.c
utils.c
version.rc
vertexdeclaration.c
view.c
wined3d.spec
wined3d_gl.h
wined3d_main.c
wined3d_private.h wined3d: Use the chunk allocator for GL indirect draw buffers. 2022-02-08 20:24:14 +01:00
wined3d_shaders.h
wined3d_vk.h