wined3d: Get a GL context before creating a PBO.
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@ -955,6 +955,9 @@ static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
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*/
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if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
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GLenum error;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
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