wined3d: Only invalidate state for the current context in surface_blt_fbo().
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afd1fe4389
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@ -5105,16 +5105,16 @@ static void surface_blt_fbo(struct wined3d_device *device, const WINED3DTEXTUREF
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context_set_draw_buffer(context, GL_COLOR_ATTACHMENT0);
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}
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context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
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device_invalidate_state(device, STATE_FRAMEBUFFER);
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context_invalidate_state(context, STATE_FRAMEBUFFER);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
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device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
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device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
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device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
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context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
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context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
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context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
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context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
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glDisable(GL_SCISSOR_TEST);
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device_invalidate_state(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
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context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
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gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
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dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
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