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



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