wined3d: Add missing GL locking to d3dfmt_p8_upload_palette().
Henri Verbeet
hverbeet at codeweavers.com
Thu May 14 12:40:55 CDT 2009
---
dlls/wined3d/surface.c | 6 ++++++
1 files changed, 6 insertions(+), 0 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 58081cb..f4463e3 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -2263,7 +2263,9 @@ static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES conve
if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
{
TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
+ ENTER_GL();
GL_EXTCALL(glColorTableEXT(This->glDescription.target,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
+ LEAVE_GL();
}
else
{
@@ -2271,6 +2273,8 @@ static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES conve
* The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
+ ENTER_GL();
+
/* Create the fragment program if we don't have it */
if(!device->paletteConversionShader)
{
@@ -2310,6 +2314,8 @@ static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES conve
/* Rebind the texture because it isn't bound anymore */
glBindTexture(This->glDescription.target, This->glDescription.textureName);
+
+ LEAVE_GL();
}
}
--
1.6.0.6
--------------020801080703000407020405--
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