wined3d: Simply use context_apply_draw_buffers() in context_apply_clear_state().
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@ -2154,38 +2154,8 @@ void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceIm
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LEAVE_GL();
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}
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if (!surface_is_offscreen(rts[0]))
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{
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ENTER_GL();
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context_set_draw_buffer(context, surface_get_gl_buffer(rts[0]));
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LEAVE_GL();
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}
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else
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{
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ENTER_GL();
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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for (i = 0; i < gl_info->limits.buffers; ++i)
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{
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if (i < rt_count && rts[i])
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context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
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else
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context->draw_buffers[i] = GL_NONE;
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}
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GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, context->draw_buffers));
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checkGLcall("glDrawBuffers()");
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context->draw_buffer_dirty = TRUE;
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}
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else
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{
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glDrawBuffer(device->offscreenBuffer);
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checkGLcall("glDrawBuffer()");
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}
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LEAVE_GL();
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}
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context_apply_draw_buffers(context, rt_count, rts);
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context->draw_buffer_dirty = TRUE;
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if (context->last_was_blit)
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{
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