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wined3d: Clarify a comment.
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@ -46,6 +46,11 @@ static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This) {
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* Read the unit back instead of switching to 0, this avoids messing around with the state manager's
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* gl states. The current texture unit should always be a valid one.
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*
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* To be more specific, this is tricky because we can implicitly be called
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* from sampler() in state.c. This means we can't touch anything other than
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* whatever happens to be the currently active texture, or we would risk
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* marking already applied sampler states dirty again.
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*
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* TODO: Track the current active texture per GL context instead of using glGet
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*/
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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