wined3d: Just set the first render target to NULL in wined3d_device_reset().
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@ -4704,14 +4704,12 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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if (device->fb.render_targets)
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if (device->fb.render_targets)
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{
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{
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if (swapchain->back_buffers && swapchain->back_buffers[0])
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for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
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wined3d_device_set_render_target(device, 0, swapchain->back_buffers[0], FALSE);
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else
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wined3d_device_set_render_target(device, 0, swapchain->front_buffer, FALSE);
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for (i = 1; i < device->adapter->gl_info.limits.buffers; ++i)
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{
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{
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wined3d_device_set_render_target(device, i, NULL, FALSE);
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wined3d_device_set_render_target(device, i, NULL, FALSE);
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}
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}
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if (swapchain->back_buffers && swapchain->back_buffers[0])
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wined3d_device_set_render_target(device, 0, swapchain->back_buffers[0], FALSE);
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}
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}
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wined3d_device_set_depth_stencil(device, NULL);
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wined3d_device_set_depth_stencil(device, NULL);
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