wined3d: CreateContext should not be called between ENTER_GL/LEAVE_GL.
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@ -324,6 +324,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
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goto out;
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}
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ENTER_GL();
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TRACE("Setting up the screen\n");
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/* Clear the screen */
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glClearColor(1.0, 0.0, 0.0, 0.0);
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@ -389,6 +390,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
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checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
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}
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}
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LEAVE_GL();
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if(oldDrawable && oldCtx) {
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pwglMakeCurrent(oldDrawable, oldCtx);
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@ -1456,10 +1456,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevic
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return E_OUTOFMEMORY;
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object->num_contexts = 1;
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ENTER_GL();
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object->context[0] = CreateContext(This, (IWineD3DSurfaceImpl *) object->frontBuffer, object->win_handle, FALSE /* pbuffer */, pPresentationParameters);
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LEAVE_GL();
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if (!object->context[0]) {
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ERR("Failed to create a new context\n");
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hr = WINED3DERR_NOTAVAILABLE;
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@ -132,7 +132,6 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
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ActivateContext(This->wineD3DDevice, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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/* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
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if(This->wineD3DDevice->bCursorVisible && This->wineD3DDevice->cursorTexture) {
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@ -244,7 +243,9 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
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#if defined(SHOW_FRAME_MAKEUP)
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FIXME("Singe Frame snapshots Starting\n");
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isDumpingFrames = TRUE;
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ENTER_GL();
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glClear(GL_COLOR_BUFFER_BIT);
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LEAVE_GL();
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#endif
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#if defined(SINGLE_FRAME_DEBUGGING)
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@ -272,8 +273,6 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
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}
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#endif
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LEAVE_GL();
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if (This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
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TRACE("Clearing the color buffer with pink color\n");
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