wined3d: Add missing GL locking to shader_backend_t.shader_free_private() implementations.
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b5aee04023
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@ -1838,6 +1838,7 @@ static void shader_arb_free(IWineD3DDevice *iface) {
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struct shader_arb_priv *priv = This->shader_priv;
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int i;
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ENTER_GL();
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if(priv->depth_blt_vprogram_id) {
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GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
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}
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@ -1846,6 +1847,7 @@ static void shader_arb_free(IWineD3DDevice *iface) {
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GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
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}
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}
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LEAVE_GL();
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HeapFree(GetProcessHeap(), 0, This->shader_priv);
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}
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@ -4038,6 +4038,7 @@ static void shader_glsl_free(IWineD3DDevice *iface) {
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struct shader_glsl_priv *priv = This->shader_priv;
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int i;
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ENTER_GL();
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for (i = 0; i < tex_type_count; ++i)
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{
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if (priv->depth_blt_program[i])
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@ -4045,6 +4046,7 @@ static void shader_glsl_free(IWineD3DDevice *iface) {
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GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
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}
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}
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LEAVE_GL();
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hash_table_destroy(priv->glsl_program_lookup, NULL, NULL);
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constant_heap_free(&priv->pconst_heap);
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