wined3d: Get rid of the haveHardwareCursor flag.
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@ -870,7 +870,7 @@ ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
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ERR("Context array not freed!\n");
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ERR("Context array not freed!\n");
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if (device->hardwareCursor)
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if (device->hardwareCursor)
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DestroyCursor(device->hardwareCursor);
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DestroyCursor(device->hardwareCursor);
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device->haveHardwareCursor = FALSE;
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device->hardwareCursor = 0;
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wined3d_decref(device->wined3d);
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wined3d_decref(device->wined3d);
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device->wined3d = NULL;
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device->wined3d = NULL;
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@ -5203,11 +5203,6 @@ HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device
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device->cursorTexture = 0;
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device->cursorTexture = 0;
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}
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}
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if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
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device->haveHardwareCursor = TRUE;
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else
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device->haveHardwareCursor = FALSE;
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if (cursor_image)
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if (cursor_image)
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{
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{
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WINED3DLOCKED_RECT rect;
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WINED3DLOCKED_RECT rect;
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@ -5229,7 +5224,7 @@ HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device
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return WINED3DERR_INVALIDCALL;
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return WINED3DERR_INVALIDCALL;
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}
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}
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if (!device->haveHardwareCursor)
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if (cursor_image->resource.width != 32 || cursor_image->resource.height != 32)
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{
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{
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/* TODO: MSDN: Cursor sizes must be a power of 2 */
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/* TODO: MSDN: Cursor sizes must be a power of 2 */
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@ -5369,7 +5364,7 @@ BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
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device->xScreenSpace = pt.x;
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device->xScreenSpace = pt.x;
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device->yScreenSpace = pt.y;
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device->yScreenSpace = pt.y;
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if (device->haveHardwareCursor)
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if (device->hardwareCursor)
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{
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{
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device->bCursorVisible = show;
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device->bCursorVisible = show;
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if (show)
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if (show)
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@ -1680,14 +1680,13 @@ struct wined3d_device
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WORD isRecordingState : 1;
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WORD isRecordingState : 1;
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WORD isInDraw : 1;
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WORD isInDraw : 1;
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WORD bCursorVisible : 1;
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WORD bCursorVisible : 1;
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WORD haveHardwareCursor : 1;
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WORD d3d_initialized : 1;
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WORD d3d_initialized : 1;
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WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
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WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
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WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
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WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
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WORD useDrawStridedSlow : 1;
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WORD useDrawStridedSlow : 1;
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WORD instancedDraw : 1;
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WORD instancedDraw : 1;
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WORD filter_messages : 1;
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WORD filter_messages : 1;
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WORD padding : 3;
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WORD padding : 4;
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BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
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BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
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