Am 2018-10-26 um 17:23 schrieb Matteo Bruni:
There isn't much of a difference for buffers, admittedly. The docs suggest that resource updates might follow a slightly different policy between the two, which I'm not sure is really testable. Textures are going to stay as they were, which means, among other things, that we need to keep WINED3DUSAGE_SCRATCH around.
D3DUSAGE_SYSTEMMEMORY buffers might do more useful things with D3DLOCK_DISCARD / D3DLOCK_NOOVERWRITE. It might be worth extending test_map_synchronisation to cover different buffer pools.