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wined3d: Use draw_binding in swapchain_gl_present().
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@ -614,7 +614,7 @@ static HRESULT swapchain_gl_present(struct wined3d_swapchain *swapchain, const R
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* the texture / sysmem copy needs to be reloaded from the drawable
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*/
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if (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
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surface_modify_location(swapchain->back_buffers[0], SFLAG_INDRAWABLE, TRUE);
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surface_modify_location(swapchain->back_buffers[0], swapchain->back_buffers[0]->draw_binding, TRUE);
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}
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if (fb->depth_stencil)
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