wined3d: Let the context handle the draw buffer in swapchain_blit().
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@ -118,7 +118,7 @@ static inline void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_co
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context_attach_depth_stencil_fbo(context, GL_READ_FRAMEBUFFER, NULL, FALSE);
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context_attach_depth_stencil_fbo(context, GL_READ_FRAMEBUFFER, NULL, FALSE);
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context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
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context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
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glDrawBuffer(GL_BACK);
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context_set_draw_buffer(context, GL_BACK);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_SCISSOR_TEST);
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IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
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IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
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@ -160,7 +160,7 @@ static inline void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_co
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glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glDrawBuffer(GL_BACK);
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context_set_draw_buffer(context, GL_BACK);
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/* Set the viewport to the destination rectandle, disable any projection
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/* Set the viewport to the destination rectandle, disable any projection
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* transformation set up by CTXUSAGE_BLIT, and draw a (-1,-1)-(1,1) quad.
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* transformation set up by CTXUSAGE_BLIT, and draw a (-1,-1)-(1,1) quad.
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