wined3d: Explicitly handle 0 rt_count right at the start of context_apply_draw_buffers().
It's trivial, and allows the rest of the code to assume at least 1 render target is present.
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@ -1915,7 +1915,14 @@ static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSur
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/* Context activation is done by the caller. */
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static void context_apply_draw_buffers(struct wined3d_context *context, UINT rt_count, IWineD3DSurfaceImpl **rts)
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{
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if (rt_count && !surface_is_offscreen(rts[0]))
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if (!rt_count)
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{
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ENTER_GL();
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glDrawBuffer(GL_NONE);
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checkGLcall("glDrawBuffer()");
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LEAVE_GL();
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}
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else if (!surface_is_offscreen(rts[0]))
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{
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ENTER_GL();
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glDrawBuffer(surface_get_gl_buffer(rts[0]));
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@ -1951,7 +1958,7 @@ static void context_apply_draw_buffers(struct wined3d_context *context, UINT rt_
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}
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else
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{
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glDrawBuffer(rt_count ? rts[0]->resource.device->offscreenBuffer : GL_NONE);
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glDrawBuffer(rts[0]->resource.device->offscreenBuffer);
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checkGLcall("glDrawBuffer()");
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}
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LEAVE_GL();
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