wined3d: Do not PreLoad the new render target.
There is no reason to do that, now that the SetGLTextureDesc bug is fixed. This avoids an infinite recursion because PreLoad calls ActivateContext at some point.
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@ -943,13 +943,6 @@ static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurf
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break;
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}
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if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
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/* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer
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* back when we are done won't mark us dirty.
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*/
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IWineD3DSurface_PreLoad(target);
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}
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if(!oldRenderOffscreen) {
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Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
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Context_MarkStateDirty(context, STATE_VDECL, StateTable);
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