wined3d: Use basetexture_set_dirty() in some more places.
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@ -122,8 +122,7 @@ void basetexture_unload(IWineD3DBaseTextureImpl *texture)
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if (context) context_release(context);
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texture->baseTexture.texture_rgb.dirty = TRUE;
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texture->baseTexture.texture_srgb.dirty = TRUE;
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basetexture_set_dirty(texture, TRUE);
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resource_unload(&texture->resource);
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}
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@ -418,8 +418,7 @@ static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *
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return WINED3DERR_INVALIDCALL;
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}
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texture->baseTexture.texture_rgb.dirty = TRUE;
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texture->baseTexture.texture_srgb.dirty = TRUE;
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basetexture_set_dirty(texture, TRUE);
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surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_rect);
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return WINED3D_OK;
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@ -435,8 +435,7 @@ static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, c
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return WINED3DERR_INVALIDCALL;
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}
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texture->baseTexture.texture_rgb.dirty = TRUE;
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texture->baseTexture.texture_srgb.dirty = TRUE;
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basetexture_set_dirty(texture, TRUE);
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surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_rect);
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return WINED3D_OK;
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@ -279,8 +279,7 @@ static HRESULT WINAPI IWineD3DVolumeImpl_Map(IWineD3DVolume *iface,
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if (!(flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)))
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{
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volume_add_dirty_box(This, &This->lockedBox);
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This->container->baseTexture.texture_rgb.dirty = TRUE;
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This->container->baseTexture.texture_srgb.dirty = TRUE;
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basetexture_set_dirty((IWineD3DBaseTextureImpl *)This->container, TRUE);
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}
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This->locked = TRUE;
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@ -349,8 +349,7 @@ static HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTextur
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return WINED3DERR_INVALIDCALL;
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}
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texture->baseTexture.texture_rgb.dirty = TRUE;
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texture->baseTexture.texture_srgb.dirty = TRUE;
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basetexture_set_dirty(texture, TRUE);
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volume_add_dirty_box(volume_from_resource(sub_resource), dirty_box);
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return WINED3D_OK;
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