wined3d: Standalone surfaces should never be sRGB.
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@ -707,24 +707,25 @@ void surface_bind(IWineD3DSurfaceImpl *surface, BOOL srgb)
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}
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else
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{
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GLuint *name = srgb ? &surface->texture_name_srgb : &surface->texture_name;
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if (surface->texture_level)
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{
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ERR("Standalone surface %p is non-zero texture level %u.\n",
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surface, surface->texture_level);
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}
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if (srgb)
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ERR("Trying to bind standalone surface %p as sRGB.\n", surface);
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ENTER_GL();
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if (!*name)
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if (!surface->texture_name)
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{
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glGenTextures(1, name);
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glGenTextures(1, &surface->texture_name);
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checkGLcall("glGenTextures");
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TRACE("Surface %p given name %u.\n", surface, *name);
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TRACE("Surface %p given name %u.\n", surface, surface->texture_name);
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glBindTexture(surface->texture_target, *name);
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glBindTexture(surface->texture_target, surface->texture_name);
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checkGLcall("glBindTexture");
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glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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@ -735,7 +736,7 @@ void surface_bind(IWineD3DSurfaceImpl *surface, BOOL srgb)
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}
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else
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{
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glBindTexture(surface->texture_target, *name);
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glBindTexture(surface->texture_target, surface->texture_name);
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checkGLcall("glBindTexture");
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}
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