wined3d: Explicitly enable depth buffer writing in depth_blt().
This prevents conflicts with WINED3DRS_ZWRITEENABLE.
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@ -732,6 +732,7 @@ static void depth_blt(IWineD3DDevice *iface, GLuint texture) {
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glDisable(GL_STENCIL_TEST);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_ALWAYS);
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glDepthMask(GL_TRUE);
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glBlendFunc(GL_ZERO, GL_ONE);
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
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