wined3d: Only recreate GL contexts when we're using GL for rendering in wined3d_device_reset().
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@ -5604,7 +5604,8 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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}
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}
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delete_opengl_contexts(device, swapchain);
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if (device->d3d_initialized)
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delete_opengl_contexts(device, swapchain);
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if (!swapchain_desc->windowed != !swapchain->desc.windowed
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|| DisplayModeChanged)
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@ -5678,7 +5679,8 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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swapchain_update_render_to_fbo(swapchain);
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swapchain_update_draw_bindings(swapchain);
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hr = create_primary_opengl_context(device, swapchain);
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if (device->d3d_initialized)
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hr = create_primary_opengl_context(device, swapchain);
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wined3d_swapchain_decref(swapchain);
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/* All done. There is no need to reload resources or shaders, this will happen automatically on the
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