wined3d: context_validate_onscreen_formats() may modify context->render_offscreen.
I merged this by accident in be43c867a5
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@ -1992,6 +1992,8 @@ void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImp
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{
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{
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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{
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{
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if (!context->render_offscreen) context_validate_onscreen_formats(device, context);
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if (context->render_offscreen)
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if (context->render_offscreen)
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{
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{
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FIXME("Applying blit state for an offscreen target with ORM_FBO. This should be avoided.\n");
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FIXME("Applying blit state for an offscreen target with ORM_FBO. This should be avoided.\n");
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@ -2003,8 +2005,6 @@ void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImp
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}
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}
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else
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else
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{
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{
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context_validate_onscreen_formats(device, context);
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ENTER_GL();
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ENTER_GL();
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context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
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context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
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LEAVE_GL();
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LEAVE_GL();
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@ -2077,9 +2077,10 @@ void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImp
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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{
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{
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if (!context->render_offscreen) context_validate_onscreen_formats(device, context);
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if (!context->render_offscreen)
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if (!context->render_offscreen)
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{
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{
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context_validate_onscreen_formats(device, context);
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ENTER_GL();
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ENTER_GL();
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context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL);
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context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL);
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LEAVE_GL();
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LEAVE_GL();
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