- Feb 19, 2015
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- Feb 18, 2015
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At this point it doesn't really add anything anymore.
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The idea is to make it clear that wined3d_texture_load is responsible for checking the color key for changes. Once we can do color keying in the shader we also have one place where we can disable the surface conversion.
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This fixes a regression with color keyed mipmaps that was introduced by ee8a5b7d. surface_load for level n+1 would call texture_force_reload, thus removing level n from the GL texture.
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- Feb 17, 2015
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- Feb 16, 2015
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This ensures that asynchronous calls are completed in the right order.
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