wined3d: surface_load_ds_location can handle WINED3D_LOCATION_DISCARDED.
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@ -5123,7 +5123,8 @@ HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location)
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if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
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if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
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{
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{
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if (location == WINED3D_LOCATION_TEXTURE_RGB && surface->locations & WINED3D_LOCATION_DRAWABLE)
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if (location == WINED3D_LOCATION_TEXTURE_RGB
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&& surface->locations & (WINED3D_LOCATION_DRAWABLE | WINED3D_LOCATION_DISCARDED))
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{
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{
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struct wined3d_context *context = context_acquire(device, NULL);
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struct wined3d_context *context = context_acquire(device, NULL);
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surface_load_ds_location(surface, context, location);
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surface_load_ds_location(surface, context, location);
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