wined3d: Make sure we have an active GL context in delete_opengl_contexts().
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@ -6971,6 +6971,8 @@ void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain_
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UINT i;
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IWineD3DBaseShaderImpl *shader;
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ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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IWineD3DDevice_EnumResources(iface, reset_unload_resources, NULL);
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LIST_FOR_EACH_ENTRY(shader, &This->shaders, IWineD3DBaseShaderImpl, baseShader.shader_list_entry) {
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This->shader_backend->shader_destroy((IWineD3DBaseShader *) shader);
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