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wined3d: Make sure SFLAG_LOCKED is set at the start of LockRect as various functions called from LockRect depend on it (e.g. LoadTexture if called from LoadLocation).
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@ -799,6 +799,12 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
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WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
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return WINED3DERR_INVALIDCALL;
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}
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This->Flags |= SFLAG_LOCKED;
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if (!(This->Flags & SFLAG_LOCKABLE))
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{
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TRACE("Warning: trying to lock unlockable surf@%p\n", This);
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}
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if (Flags & WINED3DLOCK_DISCARD) {
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/* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
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@ -1573,22 +1573,6 @@ HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DL
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{
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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/* Already locked? */
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if(This->Flags & SFLAG_LOCKED)
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{
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ERR("(%p) Surface already locked\n", This);
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/* What should I return here? */
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return WINED3DERR_INVALIDCALL;
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}
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if (!(This->Flags & SFLAG_LOCKABLE))
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{
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/* This is some GL specific thing, see the OpenGL version of
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* this method, but check for the flag and write a trace
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*/
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TRACE("Warning: trying to lock unlockable surf@%p\n", This);
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}
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TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n",
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This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
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@ -1642,6 +1626,5 @@ HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DL
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/* No dirtifying is needed for this surface implementation */
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TRACE("returning memory@%p, pitch(%d)\n", pLockedRect->pBits, pLockedRect->Pitch);
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This->Flags |= SFLAG_LOCKED;
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return WINED3D_OK;
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}
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@ -205,6 +205,15 @@ IWineGDISurfaceImpl_LockRect(IWineD3DSurface *iface,
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{
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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/* Already locked? */
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if(This->Flags & SFLAG_LOCKED)
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{
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ERR("(%p) Surface already locked\n", This);
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/* What should I return here? */
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return WINED3DERR_INVALIDCALL;
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}
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This->Flags |= SFLAG_LOCKED;
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if(!This->resource.allocatedMemory) {
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/* This happens on gdi surfaces if the application set a user pointer and resets it.
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* Recreate the DIB section
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