wined3d: Add a checkGLcall() after glReadBuffer.
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@ -963,6 +963,7 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
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TRACE("Locking offscreen render target\n");
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ENTER_GL();
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glReadBuffer(device->offscreenBuffer);
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checkGLcall("glReadBuffer");
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LEAVE_GL();
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}
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