From 808198079459086ac70236bacaacd85aa717f7ff Mon Sep 17 00:00:00 2001
From: =?UTF-8?q?Stefan=20D=C3=B6singer?= <stefan@codeweavers.com>
Date: Thu, 4 Jul 2013 23:50:20 +0200
Subject: wined3d: Don't call glFinish before swapping

The code is probably not ready yet, so delay this patch until everything
is CSified. Right now I need it for performance testing.
---
 dlls/wined3d/swapchain.c | 4 +---
 1 file changed, 1 insertion(+), 3 deletions(-)

diff --git a/dlls/wined3d/swapchain.c b/dlls/wined3d/swapchain.c
index fa0c241..7ebdd1b 100644
--- a/dlls/wined3d/swapchain.c
+++ b/dlls/wined3d/swapchain.c
@@ -531,9 +531,7 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT
         swapchain_blit(swapchain, context, &src_rect, &dst_rect);
     }
 
-    if (wined3d_settings.cs_multithreaded)
-        gl_info->gl_ops.gl.p_glFinish();
-    else if (swapchain->num_contexts > 1)
+    if (swapchain->num_contexts > 1 && !wined3d_settings.cs_multithreaded)
         gl_info->gl_ops.gl.p_glFlush();
 
     /* call wglSwapBuffers through the gl table to avoid confusing the Steam overlay */
-- 
2.1.3

