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wined3d: Set isInDraw later in drawPrimitive.
This should fix the problem that in LoadLocation SFLAG_INTEXTURE path gl calls can be made without activating context, due to isInDraw checks.
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@ -986,9 +986,6 @@ void drawPrimitive(IWineD3DDevice *iface,
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if (NumPrimitives == 0) return;
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if (NumPrimitives == 0) return;
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/* Signals other modules that a drawing is in progress and the stateblock finalized */
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This->isInDraw = TRUE;
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/* Invalidate the back buffer memory so LockRect will read it the next time */
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/* Invalidate the back buffer memory so LockRect will read it the next time */
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for(i = 0; i < GL_LIMITS(buffers); i++) {
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for(i = 0; i < GL_LIMITS(buffers); i++) {
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target = (IWineD3DSurfaceImpl *) This->render_targets[i];
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target = (IWineD3DSurfaceImpl *) This->render_targets[i];
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@ -1032,6 +1029,9 @@ void drawPrimitive(IWineD3DDevice *iface,
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}
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}
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}
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}
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/* Signals other modules that a drawing is in progress and the stateblock finalized */
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This->isInDraw = TRUE;
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/* Ok, we will be updating the screen from here onwards so grab the lock */
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/* Ok, we will be updating the screen from here onwards so grab the lock */
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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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