wined3d: Surfaces always have a container in surface_internal_preload().
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@ -3635,29 +3635,11 @@ HRESULT CDECL wined3d_surface_flip(struct wined3d_surface *surface, struct wined
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void surface_internal_preload(struct wined3d_surface *surface,
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void surface_internal_preload(struct wined3d_surface *surface,
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struct wined3d_context *context, enum WINED3DSRGB srgb)
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struct wined3d_context *context, enum WINED3DSRGB srgb)
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{
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{
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struct wined3d_texture *texture = surface->container;
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TRACE("iface %p, srgb %#x.\n", surface, srgb);
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TRACE("iface %p, srgb %#x.\n", surface, srgb);
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if (surface->container)
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texture->texture_ops->texture_preload(texture, context, srgb);
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{
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struct wined3d_texture *texture = surface->container;
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TRACE("Passing to container (%p).\n", texture);
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texture->texture_ops->texture_preload(texture, context, srgb);
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}
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else
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{
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TRACE("(%p) : About to load surface\n", surface);
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surface_load(surface, srgb == SRGB_SRGB);
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if (surface->resource.pool == WINED3D_POOL_DEFAULT)
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{
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/* Tell opengl to try and keep this texture in video ram (well mostly) */
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GLclampf tmp;
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tmp = 0.9f;
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context->gl_info->gl_ops.gl.p_glPrioritizeTextures(1, &surface->texture_name, &tmp);
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}
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}
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}
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}
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/* Read the framebuffer back into the surface */
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/* Read the framebuffer back into the surface */
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