wined3d: Add missing GL locking to state table calls.
Henri Verbeet
hverbeet at codeweavers.com
Tue May 12 09:19:56 CDT 2009
---
dlls/wined3d/context.c | 2 ++
1 files changed, 2 insertions(+), 0 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 8a4296d..803a7cc 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1670,6 +1670,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
IWineD3DDeviceImpl_FindTexUnitMap(This);
+ ENTER_GL();
for(i=0; i < context->numDirtyEntries; i++) {
dirtyState = context->dirtyArray[i];
idx = dirtyState >> 5;
@@ -1677,6 +1678,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
context->isStateDirty[idx] &= ~(1 << shift);
StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
}
+ LEAVE_GL();
context->numDirtyEntries = 0; /* This makes the whole list clean */
context->last_was_blit = FALSE;
break;
--
1.6.0.6
--------------040409070208050700030906--
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