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wined3d: Only invalidate state for the current context in wined3d_surface_depth_blt_fbo().
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@ -1145,21 +1145,21 @@ static void wined3d_surface_depth_blt_fbo(struct wined3d_device *device, struct
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if (gl_mask & GL_DEPTH_BUFFER_BIT)
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{
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glDepthMask(GL_TRUE);
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device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
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context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
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}
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if (gl_mask & GL_STENCIL_BUFFER_BIT)
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{
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if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
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{
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glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
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device_invalidate_state(device, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
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context_invalidate_state(context, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
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}
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glStencilMask(~0U);
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device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
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context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
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}
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glDisable(GL_SCISSOR_TEST);
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device_invalidate_state(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
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context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
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gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
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dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST);
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