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wined3d: Fix a recursive ENTER_GL in read_from_framebuffer.
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@ -916,9 +916,10 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
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*/
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ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
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surface_bind_and_dirtify(This);
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ENTER_GL();
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ENTER_GL();
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glGetIntegerv(GL_READ_BUFFER, &prevRead);
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LEAVE_GL();
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/* Select the correct read buffer, and give some debug output.
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* There is no need to keep track of the current read buffer or reset it, every part of the code
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@ -928,8 +929,11 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
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{
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GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
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TRACE("Locking %#x buffer\n", buffer);
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ENTER_GL();
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glReadBuffer(buffer);
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checkGLcall("glReadBuffer");
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LEAVE_GL();
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IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
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} else {
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@ -937,7 +941,9 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
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* Read from the back buffer
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*/
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TRACE("Locking offscreen render target\n");
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ENTER_GL();
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glReadBuffer(device->offscreenBuffer);
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LEAVE_GL();
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}
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if(!(This->Flags & SFLAG_ALLOCATED)) {
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@ -947,6 +953,7 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
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clear_unused_channels(This);
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ENTER_GL();
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/* If !SrcIsUpsideDown we should flip the surface.
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* This can be done using glCopyTexSubImage2D but this
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* is VERY slow, so don't do that. We should prevent
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