http://bugs.winehq.org/show_bug.cgi?id=11674
--- Comment #262 from Henri Verbeet hverbeet@gmail.com 2012-12-17 19:40:55 CST --- (In reply to comment #261)
You're right that MapBuffer (and by extension, MapBufferRange) is not a fast path for the threaded optimizations. The preferred path for geometry is buffer objects updated through BufferSubData.
Is there a good reason for that, or is that something NVIDIA is going to fix?