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wined3d: Let the context handle the draw buffer in fb_copy_to_texture_hwstretch().
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@ -3320,7 +3320,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
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glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glDrawBuffer(drawBuffer);
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context_set_draw_buffer(context, drawBuffer);
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glReadBuffer(drawBuffer);
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glBegin(GL_QUADS);
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@ -3397,9 +3397,6 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
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glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
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glVertex2i(fbwidth, 0);
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glEnd();
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} else {
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/* Restore the old draw buffer */
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glDrawBuffer(GL_BACK);
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}
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glDisable(texture_target);
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checkGLcall("glDisable(texture_target)");
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