wined3d: Only load the surface for partial updates in wined3d_device_update_surface().
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@ -4833,7 +4833,12 @@ HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
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checkGLcall("glActiveTextureARB");
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LEAVE_GL();
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/* Make sure the surface is loaded and up to date */
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/* Only load the surface for partial updates. For newly allocated texture
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* the texture wouldn't be the current location, and we'd upload zeroes
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* just to overwrite them again. */
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if (update_w == dst_w && update_h == dst_h)
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surface_prepare_texture(dst_surface, gl_info, FALSE);
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else
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surface_load_location(dst_surface, SFLAG_INTEXTURE, NULL);
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surface_bind(dst_surface, gl_info, FALSE);
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