Make sure unmap chunk isn't lost and goes in buffer record

* If we're ignoring a map it's marked correctly as dirty, but otherwise a
  buffer could be mapped once then not touched, not become dirty, and so
  we need the unmap chunk in its record.
This commit is contained in:
baldurk
2014-12-04 14:35:31 +00:00
parent d90f8f0d41
commit 99c6719928
@@ -1452,7 +1452,9 @@ GLboolean WrappedOpenGL::glUnmapNamedBufferEXT(GLuint buffer)
}
else
{
SCOPED_SERIALISE_CONTEXT(UNMAP);
Serialise_glUnmapNamedBufferEXT(buffer);
record->AddChunk(scope.Get());
}
break;