wined3d: Use surface_is_offscreen() in context_apply_draw_buffer().
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@ -2054,15 +2054,13 @@ static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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IWineD3DSurface *rt = context->current_rt;
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IWineD3DSwapChain *swapchain;
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IWineD3DDeviceImpl *device;
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device = ((IWineD3DSurfaceImpl *)rt)->resource.device;
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if (SUCCEEDED(IWineD3DSurface_GetContainer(rt, &IID_IWineD3DSwapChain, (void **)&swapchain)))
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if (!surface_is_offscreen(rt))
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{
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IWineD3DSwapChain_Release((IUnknown *)swapchain);
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ENTER_GL();
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glDrawBuffer(surface_get_gl_buffer(rt, swapchain));
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glDrawBuffer(surface_get_gl_buffer(rt, (IWineD3DSwapChain *)((IWineD3DSurfaceImpl *)rt)->container));
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checkGLcall("glDrawBuffers()");
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LEAVE_GL();
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}
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