wined3d: D3DLOCK: Use consistently in the WINED3D namespace.
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@ -541,7 +541,7 @@ IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface,
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{
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if (Src)
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{
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IWineD3DSurface_LockRect(SrcSurface, &slock, NULL, D3DLOCK_READONLY);
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IWineD3DSurface_LockRect(SrcSurface, &slock, NULL, WINED3DLOCK_READONLY);
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sfmt = Src->resource.format;
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}
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sEntry = getFormatDescEntry(sfmt);
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@ -1220,7 +1220,7 @@ IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface,
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}
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else
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{
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ret = IWineD3DSurface_LockRect(Source, &slock, &lock_src, D3DLOCK_READONLY);
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ret = IWineD3DSurface_LockRect(Source, &slock, &lock_src, WINED3DLOCK_READONLY);
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if(ret != D3D_OK) goto error;
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ret = IWineD3DSurface_LockRect(iface, &dlock, &lock_dst, 0);
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if(ret != D3D_OK) goto error;
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@ -451,9 +451,9 @@ static HRESULT WINAPI IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer *iface
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TRACE("Locking directly into the buffer\n");
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if((This->resource.usage & WINED3DUSAGE_WRITEONLY) || ( Flags & D3DLOCK_DISCARD) ) {
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if((This->resource.usage & WINED3DUSAGE_WRITEONLY) || ( Flags & WINED3DLOCK_DISCARD) ) {
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mode = GL_WRITE_ONLY_ARB;
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} else if( Flags & (D3DLOCK_READONLY | D3DLOCK_NO_DIRTY_UPDATE) ) {
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} else if( Flags & (WINED3DLOCK_READONLY | WINED3DLOCK_NO_DIRTY_UPDATE) ) {
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mode = GL_READ_ONLY_ARB;
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}
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