Fixes a regression introduced by commit d2d9f713df7932aac4b137ec3bf647d5da7faaef.
Fixes black screen in Exceed - Gun Bullet Children.
The check in d3d_device_sync_surfaces() assumes that separate draw textures may be created and successfully bound for software device only. This turns out to be not always the case.
The case which the game hits is that it creates a surface with DDSCAPS_TEXTURE | DDSCAPS_3DDEVICE, DDSCAPS2_TEXTUREMANAGE. Such surface creation is valid and the resulting surface is bindable as render target of a software device (we have a test for that). Such a texture effectively falls into the case when a separate draw texture is created and that looks correct. However this surface, while cannot be used as a render target on hardware device, can still be used as a texture.
So for a general case syncing surfaces for software devices only is wrong (it still looks right for syncing render targets). Just always traversing all the bound textures in d3d_device_sync_surfaces() looks like a waste, while accurately tracking when there are bound textures requiring sync is possible while looks like an unnecessary complication. So triggering the sync by the fact a texture requiring a sync was ever bound (which is in fact not so common case) looks like a reasonable compromise to me.