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Rebase against dcc6868057605296a7dacd89211e0673396abe45.
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@@ -1252,7 +1252,7 @@ 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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@@ -4702,7 +4706,11 @@
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@@ -4712,7 +4716,11 @@
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}
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else
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{
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@@ -1264,7 +1264,7 @@ 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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@@ -7839,7 +7847,11 @@
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@@ -7849,7 +7857,11 @@
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/* Now load the surface */
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if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
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@@ -1276,7 +1276,7 @@ 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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@@ -7869,6 +7881,7 @@
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@@ -7879,6 +7891,7 @@
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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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@@ -1284,7 +1284,7 @@ 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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@@ -7880,6 +7893,17 @@
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@@ -7890,6 +7903,17 @@
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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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@@ -9479,8 +9479,8 @@ diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c
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+ */
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+#endif /* STAGING_CSMT */
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*dst_color = 0;
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*dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
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*dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
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*dst_color |= (src_color & 0xff00ff00u); /* Alpha Green */
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*dst_color |= (src_color & 0x00ff0000u) >> 16; /* Red */
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@@ -457,8 +494,12 @@
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data->buffer_object = buffer->buffer_object;
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if (!buffer->buffer_object)
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