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ddraw: Separate a need_draw_texture() helper.
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@ -5995,6 +5995,19 @@ static HRESULT ddraw_surface_reserve_memory(struct wined3d_texture *wined3d_text
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return hr;
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}
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static bool need_draw_texture(unsigned int draw_bind_flags, const struct wined3d_resource_desc *desc)
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{
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if (!draw_bind_flags)
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return false;
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/* If we have a GPU texture that includes all the necessary bind flags, we
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* don't need a separate draw texture. */
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if ((desc->access & WINED3D_RESOURCE_ACCESS_GPU) && ((desc->bind_flags & draw_bind_flags) == draw_bind_flags))
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return false;
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return true;
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}
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static HRESULT ddraw_surface_create_wined3d_texture(struct ddraw *ddraw,
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const struct wined3d_resource_desc *wined3d_desc, unsigned int layers, unsigned int levels,
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struct ddraw_texture *texture, struct wined3d_texture **wined3d_texture)
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@ -6042,7 +6055,7 @@ static HRESULT ddraw_surface_create_wined3d_texture(struct ddraw *ddraw,
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else if (desc->ddsCaps.dwCaps & DDSCAPS_3DDEVICE)
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bind_flags |= WINED3D_BIND_RENDER_TARGET;
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if (!bind_flags || (wined3d_desc->access & WINED3D_RESOURCE_ACCESS_GPU && !(bind_flags & ~wined3d_desc->bind_flags)))
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if (!need_draw_texture(bind_flags, wined3d_desc))
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goto no_draw_texture;
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draw_texture_desc = *wined3d_desc;
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