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wined3d: Properly check for the front buffer in d3dfmt_get_conv().
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@ -1823,7 +1823,7 @@ static HRESULT d3dfmt_get_conv(const struct wined3d_surface *surface, BOOL need_
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* in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
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* conflicts with this.
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*/
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if (!((blit_supported && device->fb.render_targets && surface == device->fb.render_targets[0]))
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if (!((blit_supported && surface->swapchain && surface == surface->swapchain->front_buffer))
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|| colorkey_active || !use_texturing)
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{
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format->glFormat = GL_RGBA;
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