wined3d: Read offscreen render targets upside down when blitting them to a texture.
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@ -2492,6 +2492,10 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
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rect.x1 = tmp;
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rect.x1 = tmp;
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upsideDown = !upsideDown;
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upsideDown = !upsideDown;
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}
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}
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if(!srcSwapchain) {
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TRACE("Reading from an offscreen target\n");
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upsideDown = !upsideDown;
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}
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if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
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if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
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stretchx = TRUE;
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stretchx = TRUE;
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