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wined3d: Use the "rts" variable in context_apply_clear_state().
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@ -2076,7 +2076,7 @@ BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_d
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if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != &device->fb
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|| rt_count != context->gl_info->limits.buffers)
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{
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if (!context_validate_rt_config(rt_count, fb->render_targets, fb->depth_stencil))
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if (!context_validate_rt_config(rt_count, rts, fb->depth_stencil))
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return FALSE;
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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@ -2085,7 +2085,7 @@ BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_d
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ENTER_GL();
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if (!rt_count || surface_is_offscreen(fb->render_targets[0]))
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if (!rt_count || surface_is_offscreen(rts[0]))
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{
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for (i = 0; i < rt_count; ++i)
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{
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@ -2105,7 +2105,7 @@ BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_d
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else
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{
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context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
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rt_mask = context_generate_rt_mask_from_surface(fb->render_targets[0]);
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rt_mask = context_generate_rt_mask_from_surface(rts[0]);
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}
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LEAVE_GL();
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@ -2121,7 +2121,7 @@ BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_d
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}
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}
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else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
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&& (!rt_count || surface_is_offscreen(fb->render_targets[0])))
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&& (!rt_count || surface_is_offscreen(rts[0])))
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{
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for (i = 0; i < rt_count; ++i)
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{
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