wined3d: Initialize surfaces at creation.
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@ -3464,13 +3464,14 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
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This->glRect.bottom = This->pow2Height;
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}
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if(GL_SUPPORT(APPLE_CLIENT_STORAGE) && This->resource.allocatedMemory == NULL) {
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/* Make sure that memory is allocated from the start if we are going to use GL_APPLE_client_storage.
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* Otherwise a glTexImage2D with a NULL pointer may be done, e.g. when blitting or with offscreen render
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* targets, thus the client storage wouldn't be used for that texture
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if(This->resource.allocatedMemory == NULL) {
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/* Make sure memory exists from the start, and it is initialized properly. D3D initializes surfaces,
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* gl does not, so we need to upload zeroes to init the gl texture.
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*/
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This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + 4);
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}
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This->Flags |= SFLAG_INSYSMEM;
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return WINED3D_OK;
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}
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