[PATCH] Protect gl calls in Volume_LoadTexture with ENTER_GL/LEAVE_GL.
Roderick Colenbrander
thunderbird2k at gmx.net
Sat Oct 18 19:07:49 CDT 2008
---
dlls/wined3d/volume.c | 3 +++
1 files changed, 3 insertions(+), 0 deletions(-)
diff --git a/dlls/wined3d/volume.c b/dlls/wined3d/volume.c
index 36f0495..8faef0c 100644
--- a/dlls/wined3d/volume.c
+++ b/dlls/wined3d/volume.c
@@ -328,6 +328,8 @@ static HRESULT WINAPI IWineD3DVolumeImpl_LoadTexture(IWineD3DVolume *iface, int
glDesc->glFormat,
glDesc->glType,
This->resource.allocatedMemory);
+
+ ENTER_GL();
GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D,
gl_level,
glDesc->glInternal,
@@ -339,6 +341,7 @@ static HRESULT WINAPI IWineD3DVolumeImpl_LoadTexture(IWineD3DVolume *iface, int
glDesc->glType,
This->resource.allocatedMemory));
checkGLcall("glTexImage3D");
+ LEAVE_GL();
/* When adding code releasing This->resource.allocatedMemory to save data keep in mind that
* GL_UNPACK_CLIENT_STORAGE_APPLE is enabled by default if supported(GL_APPLE_client_storage).
--
1.5.3.8
--========GMX316041224368358771482--
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