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wined3d: Handle drawbuffers in context_apply_fbo_state() instead of context_set_render_target_fbo().
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@ -187,12 +187,9 @@ static void context_set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWin
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if (render_target)
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{
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context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, idx, render_target);
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This->draw_buffers[idx] = GL_COLOR_ATTACHMENT0_EXT + idx;
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} else {
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GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
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checkGLcall("glFramebufferTexture2DEXT()");
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This->draw_buffers[idx] = GL_NONE;
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}
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}
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@ -281,6 +278,14 @@ void context_apply_fbo_state(IWineD3DDevice *iface)
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context_set_depth_stencil_fbo(iface, This->stencilBufferTarget);
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context->fbo_depth_attachment = This->stencilBufferTarget;
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}
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for (i = 0; i < GL_LIMITS(buffers); ++i)
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{
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if (This->render_targets[i])
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This->draw_buffers[i] = GL_COLOR_ATTACHMENT0_EXT + i;
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else
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This->draw_buffers[i] = GL_NONE;
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}
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} else {
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GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
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}
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