Change SetDirty in texture to pass the value of dirty instead of
always passing TRUE.
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@ -174,7 +174,7 @@ void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
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/* Internal function, No d3d mapping */
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BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
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return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, TRUE);
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return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
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}
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BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
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