wined3d: Remove an unneeded check.
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@ -3614,41 +3614,34 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
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d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
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if (This->Flags & SFLAG_INDRAWABLE) {
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if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8 ||
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This->resource.format == WINED3DFMT_DXT1 || This->resource.format == WINED3DFMT_DXT2 ||
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This->resource.format == WINED3DFMT_DXT3 || This->resource.format == WINED3DFMT_DXT4 ||
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This->resource.format == WINED3DFMT_DXT5)
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FIXME("Format %d not supported\n", This->resource.format);
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else {
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GLint prevRead;
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GLint prevRead;
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ENTER_GL();
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glGetIntegerv(GL_READ_BUFFER, &prevRead);
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vcheckGLcall("glGetIntegerv");
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glReadBuffer(This->resource.wineD3DDevice->offscreenBuffer);
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vcheckGLcall("glReadBuffer");
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ENTER_GL();
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glGetIntegerv(GL_READ_BUFFER, &prevRead);
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vcheckGLcall("glGetIntegerv");
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glReadBuffer(This->resource.wineD3DDevice->offscreenBuffer);
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vcheckGLcall("glReadBuffer");
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if(!(This->Flags & SFLAG_ALLOCATED)) {
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surface_allocate_surface(This, internal, This->pow2Width,
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This->pow2Height, format, type);
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}
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clear_unused_channels(This);
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glCopyTexSubImage2D(This->glDescription.target,
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This->glDescription.level,
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0, 0, 0, 0,
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This->currentDesc.Width,
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This->currentDesc.Height);
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checkGLcall("glCopyTexSubImage2D");
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glReadBuffer(prevRead);
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vcheckGLcall("glReadBuffer");
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LEAVE_GL();
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TRACE("Updated target %d\n", This->glDescription.target);
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if(!(This->Flags & SFLAG_ALLOCATED)) {
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surface_allocate_surface(This, internal, This->pow2Width,
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This->pow2Height, format, type);
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}
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clear_unused_channels(This);
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glCopyTexSubImage2D(This->glDescription.target,
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This->glDescription.level,
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0, 0, 0, 0,
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This->currentDesc.Width,
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This->currentDesc.Height);
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checkGLcall("glCopyTexSubImage2D");
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glReadBuffer(prevRead);
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vcheckGLcall("glReadBuffer");
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LEAVE_GL();
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TRACE("Updated target %d\n", This->glDescription.target);
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return WINED3D_OK;
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} else {
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/* The only place where LoadTexture() might get called when isInDraw=1
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