wined3d: Don't needlessly bind the texture in PreLoad().
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@ -123,7 +123,6 @@ static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
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srgb_was_toggled = (This->baseTexture.is_srgb != srgb_mode);
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This->baseTexture.is_srgb = srgb_mode;
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}
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IWineD3DCubeTexture_BindTexture(iface);
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if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
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for (i = 0; i < This->baseTexture.levels; i++) {
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@ -114,8 +114,6 @@ static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
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This->baseTexture.is_srgb = srgb_mode;
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}
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IWineD3DTexture_BindTexture(iface);
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if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
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for (i = 0; i < This->baseTexture.levels; i++) {
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if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i])) {
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@ -100,8 +100,6 @@ static void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *ifac
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TRACE("(%p) : About to load texture\n", This);
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IWineD3DVolumeTexture_BindTexture(iface);
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if(!device->isInDraw) {
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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} else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {
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