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wined3d: Assign a read buffer when discarding a new texture.
Otherwise we'll try to call glDeleteBuffers(1, NULL). Alternatively I could check for NULL in wined3d_texture_changed, but I prefer to keep buffer and map_buffer consistent instead.
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dlls/wined3d/texture.c

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@@ -1644,6 +1644,8 @@ void *wined3d_texture_map_internal(struct wined3d_texture *texture, unsigned int
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case WINED3D_LOCATION_BUFFER:
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sub_resource->map_buffer = wined3d_device_get_bo(device, sub_resource->size,
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GL_STREAM_DRAW, GL_PIXEL_UNPACK_BUFFER, context);
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if (!sub_resource->buffer)
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sub_resource->buffer = sub_resource->map_buffer;
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ret = !!sub_resource->map_buffer;
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break;
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