wined3d: Move depth stencil location handling code up a couple of lines.
This is just for clarity, so that render targets and the depth stencil are handled in the same place.
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@ -5,7 +5,7 @@
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* Copyright 2002-2004 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2006 Henri Verbeet
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* Copyright 2006, 2008 Henri Verbeet
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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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@ -936,6 +936,12 @@ void drawPrimitive(IWineD3DDevice *iface,
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}
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}
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if (This->stencilBufferTarget) {
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DWORD location = This->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
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surface_load_ds_location(This->stencilBufferTarget, location);
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surface_modify_ds_location(This->stencilBufferTarget, location);
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}
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/* Signals other modules that a drawing is in progress and the stateblock finalized */
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This->isInDraw = TRUE;
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@ -944,12 +950,6 @@ void drawPrimitive(IWineD3DDevice *iface,
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ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
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ENTER_GL();
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if (This->stencilBufferTarget) {
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DWORD location = This->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
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surface_load_ds_location(This->stencilBufferTarget, location);
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surface_modify_ds_location(This->stencilBufferTarget, location);
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}
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{
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GLenum glPrimType;
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BOOL emulation = FALSE;
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