http://bugs.winehq.org/show_bug.cgi?id=58483 --- Comment #6 from Stefan Dösinger <stefan@codeweavers.com> --- Created attachment 79949 --> http://bugs.winehq.org/attachment.cgi?id=79949 d3d9: Ignore map flags on managed resources This patch fixes the problem for me. It is one possible solution. The other possibility, already hinted by d3d9/visual.c, add_dirty_rect_test(), is that a newly created managed texture is considered dirty, so whatever is in the sysmem copy on the first draw should be uploaded to the GPU. In practical terms we can probably limit this hack to the first map after creation, device::EvictManagedResources() and device::Reset(). I'll try to write some tests and see what Windows does. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.