Hmm, looking through this, this is called either from the blitter (in which case we are blitting *to* current_rt and shouldn't need to load it, though we may need to prepare it)
We still need to load it in the general case, in case of a partial blit.
In either case I'm not sure that we're actually preparing/loading the texture in the caller, though? I do think it should be the caller's responsibility, but I'm not sure that the callers are correctly handling things.
It looks like they are. Anyway, I ended up reworking things a bit and putting the removal of the `wined3d_texture_load()` call into its own patch.