wined3d: Don't use filtering on textures that need complex fixups in swapchain_blit().
For example, interpolating palette indices doesn't have the desired result. Should we really want filtering for these cases we could implement it inside the relevant shaders, after the fixup, but I doubt it's worth the effort.
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@ -152,6 +152,9 @@ static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *
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tex_bottom /= src_h;
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}
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if (is_complex_fixup(backbuffer->resource.format_desc->color_fixup))
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gl_filter = GL_NEAREST;
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ENTER_GL();
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context_bind_fbo(context2, GL_DRAW_FRAMEBUFFER, NULL);
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