wined3d: Don't restore the draw buffer in color_fill_fbo().
This should be done by the context management these days.
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@ -5742,12 +5742,6 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface,
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glClear(GL_COLOR_BUFFER_BIT);
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checkGLcall("glClear");
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if (swapchain && surface == ((IWineD3DSwapChainImpl *)swapchain)->frontBuffer
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&& ((IWineD3DSwapChainImpl *)swapchain)->backBuffer) {
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glDrawBuffer(GL_BACK);
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checkGLcall("glDrawBuffer()");
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}
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LEAVE_GL();
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context_release(context);
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}
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