wined3d: Don't call shader_select() in depth_blt(). Calling shader_select() from inside depth_blt() isn't necessarily safe. shader_select() assumes CompileShader() has been called for the current shaders, but that depends on STATE_VSHADER / STATE_PIXELSHADER being applied. That isn't always true when depth_blt() gets called, with the result that sometimes GLSL programs could be created with no shader objects attached.