wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_force_reload().
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553f429964
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32b1f25f4b
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@ -463,11 +463,9 @@ HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type,
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return hr;
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}
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static void surface_force_reload(IWineD3DSurface *iface)
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static void surface_force_reload(IWineD3DSurfaceImpl *surface)
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{
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
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surface->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
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}
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void surface_set_texture_name(IWineD3DSurface *iface, GLuint new_name, BOOL srgb)
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@ -499,7 +497,7 @@ void surface_set_texture_name(IWineD3DSurface *iface, GLuint new_name, BOOL srgb
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}
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*name = new_name;
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surface_force_reload(iface);
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surface_force_reload(This);
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}
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void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
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@ -520,7 +518,7 @@ void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
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}
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}
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This->texture_target = target;
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surface_force_reload(iface);
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surface_force_reload(This);
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}
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/* Context activation is done by the caller. */
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@ -2025,7 +2023,7 @@ static void surface_release_client_storage(IWineD3DSurface *iface)
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IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
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IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
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surface_force_reload(iface);
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surface_force_reload(This);
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}
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static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
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