wined3d: Remove restoring the read buffer from read_from_framebuffer_texture().
The few functions that care about the read buffer should explicitly set it themselves, instead of assuming any particular state.
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@ -1493,7 +1493,6 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
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IWineD3DDeviceImpl *device = This->resource.device;
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IWineD3DDeviceImpl *device = This->resource.device;
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const struct wined3d_gl_info *gl_info;
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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struct wined3d_context *context;
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GLint prevRead;
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if (!surface_is_offscreen(This))
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if (!surface_is_offscreen(This))
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{
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{
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@ -1518,7 +1517,6 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
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ENTER_GL();
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ENTER_GL();
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glGetIntegerv(GL_READ_BUFFER, &prevRead);
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glReadBuffer(device->offscreenBuffer);
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glReadBuffer(device->offscreenBuffer);
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checkGLcall("glReadBuffer");
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checkGLcall("glReadBuffer");
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@ -1526,9 +1524,6 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
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0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
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0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
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checkGLcall("glCopyTexSubImage2D");
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checkGLcall("glCopyTexSubImage2D");
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glReadBuffer(prevRead);
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checkGLcall("glReadBuffer");
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LEAVE_GL();
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LEAVE_GL();
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context_release(context);
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context_release(context);
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