wined3d: Just invalidate STATE_FRAMEBUFFER in surface_load_ds_location().
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@ -5759,8 +5759,7 @@ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_co
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surface_depth_blt(surface, gl_info, device->depth_blt_texture, 0, 0, w, h, bind_target);
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checkGLcall("depth_blt");
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if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
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else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
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context_invalidate_state(context, STATE_FRAMEBUFFER);
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LEAVE_GL();
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@ -5777,7 +5776,7 @@ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_co
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0, surface->pow2Height - h, w, h, surface->texture_target);
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checkGLcall("depth_blt");
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if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
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context_invalidate_state(context, STATE_FRAMEBUFFER);
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LEAVE_GL();
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