wined3d: Don't abuse blending to disable color writes in surface_depth_blt().
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@ -4334,14 +4334,14 @@ static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei
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glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
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glDisable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_STENCIL_TEST);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_ALWAYS);
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glDepthMask(GL_TRUE);
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glBlendFunc(GL_ZERO, GL_ONE);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glViewport(0, 0, w, h);
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surface_get_depth_blt_info(target, w, h, &info);
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