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Dirty the surface (instead of the texture) when a render targets is
send and endscene is called to make sure that the correct surface is updated.
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@ -4377,8 +4377,8 @@ HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
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switching to render-to-texture should remove the overhead though.
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*/
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IWineD3DSurface_SetPBufferState(This->renderTarget, TRUE /* inPBuffer */, FALSE /* inTexture */);
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IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)targetContainer, TRUE);
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IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *)targetContainer);
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IWineD3DSurface_AddDirtyRect(This->renderTarget, NULL);
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IWineD3DSurface_PreLoad(This->renderTarget);
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IWineD3DSurface_SetPBufferState(This->renderTarget, FALSE /* inPBuffer */, FALSE /* inTexture */);
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IUnknown_Release(targetContainer);
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} else
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