wined3d: Store the pixel format in the texture.
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@ -823,6 +823,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, U
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object->pow2scalingFactorY = (((float)Height) / ((float)pow2Height));
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TRACE(" xf(%f) yf(%f)\n", object->pow2scalingFactorX, object->pow2scalingFactorY);
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object->baseTexture.format = Format;
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/* Calculate levels for mip mapping */
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if (Levels == 0) {
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TRACE("calculating levels %d\n", object->baseTexture.levels);
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@ -896,6 +898,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *ifa
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object->width = Width;
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object->height = Height;
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object->depth = Depth;
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object->baseTexture.format = Format;
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/* Calculate levels for mip mapping */
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if (Levels == 0) {
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@ -1011,6 +1014,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface
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/* TODO: support for native non-power 2 */
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/* Precalculated scaling for 'faked' non power of two texture coords */
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object->pow2scalingFactor = ((float)EdgeLength) / ((float)pow2EdgeLength);
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object->baseTexture.format = Format;
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/* Calculate levels for mip mapping */
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if (Levels == 0) {
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