wined3d: Add missing GL locking to ffp_blit_set() and ffp_blit_unset().
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@ -4853,13 +4853,16 @@ static void ffp_blit_free(IWineD3DDevice *iface) { }
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static HRESULT ffp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
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GLenum textype, UINT width, UINT height)
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{
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ENTER_GL();
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glEnable(textype);
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checkGLcall("glEnable(textype)");
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LEAVE_GL();
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return WINED3D_OK;
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}
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static void ffp_blit_unset(IWineD3DDevice *iface) {
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
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ENTER_GL();
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glDisable(GL_TEXTURE_2D);
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checkGLcall("glDisable(GL_TEXTURE_2D)");
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if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
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@ -4870,6 +4873,7 @@ static void ffp_blit_unset(IWineD3DDevice *iface) {
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glDisable(GL_TEXTURE_RECTANGLE_ARB);
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checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
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}
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LEAVE_GL();
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}
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static BOOL ffp_blit_color_fixup_supported(struct color_fixup_desc fixup)
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