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wined3d: Set the read buffer to GL_NONE in surface_load_ds_location().
On GL implementations that don't support GL_ARB_ES2_compatibility the framebuffer's read buffer has to be valid, even if we're not reading from it.
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@ -5743,6 +5743,7 @@ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_co
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context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
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NULL, surface, SFLAG_INTEXTURE);
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context_set_draw_buffer(context, GL_NONE);
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glReadBuffer(GL_NONE);
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/* Do the actual blit */
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surface_depth_blt(surface, gl_info, device->depth_blt_texture, 0, 0, w, h, bind_target);
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