wined3d: Don't map the surface in getdc.
This avoids bouncing the content between the map binding and DIB.
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@ -3219,7 +3219,6 @@ HRESULT CDECL wined3d_surface_map(struct wined3d_surface *surface,
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HRESULT CDECL wined3d_surface_getdc(struct wined3d_surface *surface, HDC *dc)
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{
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struct wined3d_map_desc map;
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HRESULT hr;
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TRACE("surface %p, dc %p.\n", surface, dc);
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@ -3245,14 +3244,6 @@ HRESULT CDECL wined3d_surface_getdc(struct wined3d_surface *surface, HDC *dc)
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return WINED3DERR_INVALIDCALL;
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}
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/* Map the surface. */
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hr = wined3d_surface_map(surface, &map, NULL, 0);
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if (FAILED(hr))
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{
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ERR("Map failed, hr %#x.\n", hr);
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return hr;
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}
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surface_load_location(surface, SFLAG_INDIB);
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surface_invalidate_location(surface, ~SFLAG_INDIB);
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@ -3294,6 +3285,7 @@ HRESULT CDECL wined3d_surface_getdc(struct wined3d_surface *surface, HDC *dc)
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}
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surface->flags |= SFLAG_DCINUSE;
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surface->resource.map_count++;
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*dc = surface->hDC;
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TRACE("Returning dc %p.\n", *dc);
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@ -3315,8 +3307,7 @@ HRESULT CDECL wined3d_surface_releasedc(struct wined3d_surface *surface, HDC dc)
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return WINEDDERR_NODC;
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}
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wined3d_surface_unmap(surface);
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surface->resource.map_count--;
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surface->flags &= ~SFLAG_DCINUSE;
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if (surface->map_binding == SFLAG_INUSERMEM)
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