wined3d: Avoid marking samplers dirty in IWineD3DSurfaceImpl_Unmap().
Resources are explicitly loaded in context_apply_draw_state() when needed, the resource location management takes care of all of this.
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@ -1900,18 +1900,6 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Unmap(IWineD3DSurface *iface)
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else if (This == device->depth_stencil)
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else if (This == device->depth_stencil)
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{
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{
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FIXME("Depth Stencil buffer locking is not implemented\n");
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FIXME("Depth Stencil buffer locking is not implemented\n");
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} else {
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/* The rest should be a normal texture */
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/* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
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* Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
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* states need resetting
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*/
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if (This->container.type == WINED3D_CONTAINER_TEXTURE)
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{
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IWineD3DBaseTextureImpl *texture = This->container.u.texture;
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if (texture->baseTexture.bindCount)
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IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture->baseTexture.sampler));
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}
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}
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}
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unlock_end:
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unlock_end:
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