wined3d: Set the read buffer to GL_NONE for draws and clears on an FBO.
For the benefit of depth-only draws and clears, that would otherwise fail FBO completeness, unless the driver supports ARB_ES2_compatibility.
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@ -2105,6 +2105,8 @@ BOOL context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceIm
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++i;
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}
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context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, depth_stencil, SFLAG_INTEXTURE);
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glReadBuffer(GL_NONE);
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checkGLcall("glReadBuffer");
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}
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else
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{
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@ -2172,6 +2174,8 @@ BOOL context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImp
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ENTER_GL();
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context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets,
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device->depth_stencil, SFLAG_INTEXTURE);
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glReadBuffer(GL_NONE);
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checkGLcall("glReadBuffer");
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LEAVE_GL();
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}
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}
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