From: Henri Verbeet Subject: [PATCH 2/5] wined3d: Validate WINED3D_LOCATION_BUFFER on WINED3D_MAP_DISCARD buffer maps. Message-Id: <1487833829-21692-2-git-send-email-hverbeet@codeweavers.com> Date: Thu, 23 Feb 2017 08:10:26 +0100 Usually when doing a WINED3D_MAP_DISCARD map on a buffer with a buffer object WINED3D_LOCATION_BUFFER will already be current. However, if the previous map on that buffer loaded WINED3D_LOCATION_SYSMEM, that's not necessarily true. This also brings the code further in line with the corresponding code for textures. Signed-off-by: Henri Verbeet --- dlls/wined3d/buffer.c | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c index 91ab130..0c172d0 100644 --- a/dlls/wined3d/buffer.c +++ b/dlls/wined3d/buffer.c @@ -1054,7 +1054,9 @@ static HRESULT wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UI context = context_acquire(device, NULL, 0); gl_info = context->gl_info; - if (!(flags & WINED3D_MAP_DISCARD)) + if (flags & WINED3D_MAP_DISCARD) + wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER); + else wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER); if (!(flags & WINED3D_MAP_READONLY)) -- 2.1.4