wined3d: Get rid of the SFLAG_INTEXTURE / SFLAG_INSRGBTEX check in surface_set_texture_name().
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137590be31
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@ -1709,36 +1709,15 @@ static const struct wined3d_surface_ops gdi_surface_ops =
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gdi_surface_unmap,
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};
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void surface_set_texture_name(struct wined3d_surface *surface, GLuint new_name, BOOL srgb)
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void surface_set_texture_name(struct wined3d_surface *surface, GLuint name, BOOL srgb)
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{
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GLuint *name;
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DWORD flag;
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TRACE("surface %p, name %u, srgb %#x.\n", surface, name, srgb);
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TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb);
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if(srgb)
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{
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name = &surface->texture_name_srgb;
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flag = SFLAG_INSRGBTEX;
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}
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if (srgb)
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surface->texture_name_srgb = name;
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else
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{
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name = &surface->texture_name;
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flag = SFLAG_INTEXTURE;
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}
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surface->texture_name = name;
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if (!*name && new_name)
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{
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/* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
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* surface has no texture name yet. See if we can get rid of this. */
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if (surface->flags & flag)
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{
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ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag));
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surface_modify_location(surface, flag, FALSE);
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}
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}
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*name = new_name;
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surface_force_reload(surface);
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}
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