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Rebase against 1e8759805e3c5dfe00a31bb5f13f1c1da28d2826.
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@@ -1199,7 +1199,7 @@ diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader
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/* Load DirectX 9 float constants for pixel shader */
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priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
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@@ -4652,7 +4656,11 @@
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@@ -4694,7 +4698,11 @@
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}
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else
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{
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@@ -1211,7 +1211,7 @@ diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader
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shader_arb_ps_local_constants(compiled, context, state, rt_height);
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}
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@@ -7766,7 +7774,11 @@
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@@ -7810,7 +7818,11 @@
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/* Now load the surface */
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if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
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@@ -1223,7 +1223,7 @@ diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader
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== WINED3D_LOCATION_DRAWABLE
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&& !wined3d_resource_is_offscreen(&src_surface->container->resource))
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{
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@@ -7796,6 +7808,7 @@
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@@ -7840,6 +7852,7 @@
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/* Leave the opengl state valid for blitting */
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arbfp_blit_unset(context->gl_info);
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@@ -1231,7 +1231,7 @@ diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader
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if (wined3d_settings.cs_multithreaded)
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context->gl_info->gl_ops.gl.p_glFinish();
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else if (wined3d_settings.strict_draw_ordering
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@@ -7807,6 +7820,17 @@
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@@ -7851,6 +7864,17 @@
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wined3d_resource_validate_location(&dst_surface->resource, dst_surface->container->resource.draw_binding);
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wined3d_resource_invalidate_location(&dst_surface->resource, ~dst_surface->container->resource.draw_binding);
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