wined3d: Merge the wined3d_surface_set_mem() implementations.
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@ -1759,67 +1759,6 @@ HRESULT CDECL wined3d_surface_bltfast(struct wined3d_surface *dst_surface, DWORD
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return wined3d_surface_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, NULL, WINED3DTEXF_POINT);
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}
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static HRESULT surface_set_mem(struct wined3d_surface *surface, void *mem)
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{
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TRACE("surface %p, mem %p.\n", surface, mem);
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if (mem && mem != surface->resource.allocatedMemory)
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{
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void *release = NULL;
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/* Do I have to copy the old surface content? */
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if (surface->flags & SFLAG_DIBSECTION)
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{
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SelectObject(surface->hDC, surface->dib.holdbitmap);
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DeleteDC(surface->hDC);
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/* Release the DIB section. */
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DeleteObject(surface->dib.DIBsection);
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surface->dib.bitmap_data = NULL;
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surface->resource.allocatedMemory = NULL;
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surface->hDC = NULL;
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surface->flags &= ~SFLAG_DIBSECTION;
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}
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else if (!(surface->flags & SFLAG_USERPTR))
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{
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release = surface->resource.heapMemory;
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surface->resource.heapMemory = NULL;
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}
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surface->resource.allocatedMemory = mem;
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surface->flags |= SFLAG_USERPTR;
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/* Now the surface memory is most up do date. Invalidate drawable and texture. */
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surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
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/* For client textures OpenGL has to be notified. */
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if (surface->flags & SFLAG_CLIENT)
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surface_release_client_storage(surface);
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/* Now free the old memory if any. */
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HeapFree(GetProcessHeap(), 0, release);
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}
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else if (surface->flags & SFLAG_USERPTR)
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{
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/* HeapMemory should be NULL already. */
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if (surface->resource.heapMemory)
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ERR("User pointer surface has heap memory allocated.\n");
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if (!mem)
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{
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surface->resource.allocatedMemory = NULL;
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surface->flags &= ~(SFLAG_USERPTR | SFLAG_INSYSMEM);
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if (surface->flags & SFLAG_CLIENT)
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surface_release_client_storage(surface);
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surface_prepare_system_memory(surface);
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}
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surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
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}
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return WINED3D_OK;
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}
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/* Context activation is done by the caller. */
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static void surface_remove_pbo(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
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{
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@ -1946,7 +1885,6 @@ static const struct wined3d_surface_ops surface_ops =
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surface_unmap,
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surface_getdc,
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surface_flip,
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surface_set_mem,
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};
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/*****************************************************************************
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@ -2129,53 +2067,6 @@ static HRESULT gdi_surface_flip(struct wined3d_surface *surface, struct wined3d_
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return WINED3D_OK;
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}
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static HRESULT gdi_surface_set_mem(struct wined3d_surface *surface, void *mem)
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{
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TRACE("surface %p, mem %p.\n", surface, mem);
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/* Render targets depend on their hdc, and we can't create an hdc on a user pointer. */
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if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
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{
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ERR("Not supported on render targets.\n");
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return WINED3DERR_INVALIDCALL;
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}
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if (mem && mem != surface->resource.allocatedMemory)
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{
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void *release = NULL;
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/* Do I have to copy the old surface content? */
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if (surface->flags & SFLAG_DIBSECTION)
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{
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SelectObject(surface->hDC, surface->dib.holdbitmap);
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DeleteDC(surface->hDC);
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/* Release the DIB section. */
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DeleteObject(surface->dib.DIBsection);
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surface->dib.bitmap_data = NULL;
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surface->resource.allocatedMemory = NULL;
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surface->hDC = NULL;
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surface->flags &= ~SFLAG_DIBSECTION;
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}
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else if (!(surface->flags & SFLAG_USERPTR))
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{
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release = surface->resource.allocatedMemory;
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}
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surface->resource.allocatedMemory = mem;
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surface->flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
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/* Now free the old memory, if any. */
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HeapFree(GetProcessHeap(), 0, release);
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}
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else if (surface->flags & SFLAG_USERPTR)
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{
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/* Map() and GetDC() will re-create the dib section and allocated memory. */
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surface->resource.allocatedMemory = NULL;
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surface->flags &= ~SFLAG_USERPTR;
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}
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return WINED3D_OK;
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}
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static const struct wined3d_surface_ops gdi_surface_ops =
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{
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gdi_surface_private_setup,
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@ -2187,7 +2078,6 @@ static const struct wined3d_surface_ops gdi_surface_ops =
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gdi_surface_unmap,
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gdi_surface_getdc,
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gdi_surface_flip,
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gdi_surface_set_mem,
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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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@ -3159,7 +3049,68 @@ HRESULT CDECL wined3d_surface_set_mem(struct wined3d_surface *surface, void *mem
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return WINED3DERR_INVALIDCALL;
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}
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return surface->surface_ops->surface_set_mem(surface, mem);
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/* Render targets depend on their hdc, and we can't create an hdc on a user pointer. */
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if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
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{
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ERR("Not supported on render targets.\n");
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return WINED3DERR_INVALIDCALL;
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}
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if (mem && mem != surface->resource.allocatedMemory)
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{
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void *release = NULL;
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/* Do I have to copy the old surface content? */
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if (surface->flags & SFLAG_DIBSECTION)
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{
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SelectObject(surface->hDC, surface->dib.holdbitmap);
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DeleteDC(surface->hDC);
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/* Release the DIB section. */
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DeleteObject(surface->dib.DIBsection);
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surface->dib.bitmap_data = NULL;
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surface->resource.allocatedMemory = NULL;
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surface->hDC = NULL;
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surface->flags &= ~SFLAG_DIBSECTION;
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}
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else if (!(surface->flags & SFLAG_USERPTR))
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{
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release = surface->resource.heapMemory;
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surface->resource.heapMemory = NULL;
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}
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surface->resource.allocatedMemory = mem;
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surface->flags |= SFLAG_USERPTR;
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/* Now the surface memory is most up do date. Invalidate drawable and texture. */
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surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
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/* For client textures OpenGL has to be notified. */
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if (surface->flags & SFLAG_CLIENT)
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surface_release_client_storage(surface);
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/* Now free the old memory if any. */
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HeapFree(GetProcessHeap(), 0, release);
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}
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else if (surface->flags & SFLAG_USERPTR)
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{
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/* HeapMemory should be NULL already. */
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if (surface->resource.heapMemory)
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ERR("User pointer surface has heap memory allocated.\n");
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if (!mem)
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{
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surface->resource.allocatedMemory = NULL;
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surface->flags &= ~(SFLAG_USERPTR | SFLAG_INSYSMEM);
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if (surface->flags & SFLAG_CLIENT)
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surface_release_client_storage(surface);
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surface_prepare_system_memory(surface);
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}
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surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
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}
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return WINED3D_OK;
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}
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HRESULT CDECL wined3d_surface_set_overlay_position(struct wined3d_surface *surface, LONG x, LONG y)
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@ -1998,7 +1998,6 @@ struct wined3d_surface_ops
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void (*surface_unmap)(struct wined3d_surface *surface);
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HRESULT (*surface_getdc)(struct wined3d_surface *surface);
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HRESULT (*surface_flip)(struct wined3d_surface *surface, struct wined3d_surface *override);
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HRESULT (*surface_set_mem)(struct wined3d_surface *surface, void *mem);
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};
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struct wined3d_surface
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