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wined3d: Make sure the color buffer is not modified by depth_blt().
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@ -760,15 +760,16 @@ static void depth_blt(IWineD3DDevice *iface, GLuint texture) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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GLint old_binding = 0;
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glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT);
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glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glDisable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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glEnable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_STENCIL_TEST);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_ALWAYS);
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glBlendFunc(GL_ZERO, GL_ONE);
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
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