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Correct a missplaced #if in IWineD3DDeviceImpl_CleanRender.
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@ -5146,11 +5146,11 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface,
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HRESULT WINAPI IWineD3DDeviceImpl_CleanRender(IWineD3DDevice* iface, IWineD3DSwapChainImpl *swapchain)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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#if defined(GL_VERSION_1_3) /* @see comments on ActiveRender */
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TRACE("(%p), %p\n", This, swapchain);
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if (swapchain->win != swapchain->drawable) {
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#if defined(GL_VERSION_1_3) /* @see comments on ActiveRender */
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ENTER_GL();
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if (swapchain->glCtx != swapchain->render_ctx) {
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FIXME("Destroying context %p \n", swapchain->render_ctx);
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@ -5159,8 +5159,8 @@ HRESULT WINAPI IWineD3DDeviceImpl_CleanRender(IWineD3DDevice* iface, IWineD3DSwa
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}
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FIXME("glXDestroyPbuffer %ld \n", swapchain->drawable);
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glXDestroyPbuffer(swapchain->display, swapchain->drawable);
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#endif
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LEAVE_GL();
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#endif
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/* Set everything back the way it ws */
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swapchain->render_ctx = swapchain->glCtx;
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swapchain->drawable = swapchain->win;
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