wined3d: Add missing GL locking to shader_backend_t.shader_select() calls.
Henri Verbeet
hverbeet at codeweavers.com
Tue May 12 09:19:56 CDT 2009
---
dlls/wined3d/context.c | 3 +++
dlls/wined3d/glsl_shader.c | 8 ++++++++
2 files changed, 11 insertions(+), 0 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 803a7cc..0fe00fc 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1120,7 +1120,10 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex
/* TODO: Use a display list */
/* Disable shaders */
+ ENTER_GL();
This->shader_backend->shader_select((IWineD3DDevice *)This, FALSE, FALSE);
+ LEAVE_GL();
+
Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 8316a0e..44e0eea 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -3889,12 +3889,20 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
ps = (IWineD3DPixelShaderImpl *) This;
if(ps->num_gl_shaders == 0) return;
if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
+ {
+ ENTER_GL();
shader_glsl_select(This->baseShader.device, FALSE, FALSE);
+ LEAVE_GL();
+ }
} else {
vs = (IWineD3DVertexShaderImpl *) This;
if(vs->num_gl_shaders == 0) return;
if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
+ {
+ ENTER_GL();
shader_glsl_select(This->baseShader.device, FALSE, FALSE);
+ LEAVE_GL();
+ }
}
linked_programs = &This->baseShader.linked_programs;
--
1.6.0.6
--------------070800030606080003040802--
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