wined3d: Get rid of IWineD3DSurface::GetData().
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@ -5469,7 +5469,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
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update_w = src_rect ? src_rect->right - src_rect->left : src_w;
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update_h = src_rect ? src_rect->bottom - src_rect->top : src_h;
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data = IWineD3DSurface_GetData(src_surface);
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data = src_impl->resource.allocatedMemory;
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if (!data) ERR("Source surface has no allocated memory, but should be a sysmem surface.\n");
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ENTER_GL();
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@ -4712,7 +4712,6 @@ const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
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IWineD3DBaseSurfaceImpl_SetClipper,
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IWineD3DBaseSurfaceImpl_GetClipper,
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/* Internal use: */
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IWineD3DBaseSurfaceImpl_GetData,
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IWineD3DSurfaceImpl_SetFormat,
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IWineD3DSurfaceImpl_PrivateSetup,
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IWineD3DSurfaceImpl_GetImplType,
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@ -1885,17 +1885,3 @@ HRESULT WINAPI IWineD3DBaseSurfaceImpl_Map(IWineD3DSurface *iface,
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return WINED3D_OK;
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}
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/* TODO: think about moving this down to resource? */
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const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface)
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{
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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/* This should only be called for sysmem textures, it may be a good idea
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* to extend this to all pools at some point in the future */
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if (This->resource.pool != WINED3DPOOL_SYSTEMMEM)
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{
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FIXME("(%p) Attempting to get system memory for a non-system memory texture\n", iface);
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}
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return This->resource.allocatedMemory;
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}
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@ -480,7 +480,6 @@ const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl =
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IWineD3DBaseSurfaceImpl_SetClipper,
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IWineD3DBaseSurfaceImpl_GetClipper,
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/* Internal use: */
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IWineD3DBaseSurfaceImpl_GetData,
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IWineD3DBaseSurfaceImpl_SetFormat,
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IWineGDISurfaceImpl_PrivateSetup,
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IWineGDISurfaceImpl_GetImplType,
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@ -2462,8 +2462,6 @@ interface IWineD3DSurface : IWineD3DResource
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HRESULT GetClipper(
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[out] IWineD3DClipper **clipper
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);
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const void *GetData(
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);
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HRESULT SetFormat(
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[in] enum wined3d_format_id format_id
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);
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