wined3d: Move the checkGLcall() right after the corresponding GL call.
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@ -5868,8 +5868,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice *ifa
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checkGLcall("glBindTexture");
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checkGLcall("glBindTexture");
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/* Copy the bitmap memory into the cursor texture */
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/* Copy the bitmap memory into the cursor texture */
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glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
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glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
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HeapFree(GetProcessHeap(), 0, mem);
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checkGLcall("glTexImage2D");
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checkGLcall("glTexImage2D");
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HeapFree(GetProcessHeap(), 0, mem);
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if (gl_info->supported[APPLE_CLIENT_STORAGE])
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if (gl_info->supported[APPLE_CLIENT_STORAGE])
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{
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{
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