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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.
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@@ -1452,7 +1452,9 @@ GLboolean WrappedOpenGL::glUnmapNamedBufferEXT(GLuint buffer)
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}
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else
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{
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SCOPED_SERIALISE_CONTEXT(UNMAP);
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Serialise_glUnmapNamedBufferEXT(buffer);
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record->AddChunk(scope.Get());
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}
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break;
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