From 7f14ea01c6f62e19e68051cec415f3940d317e7a Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Tue, 12 May 2009 16:19:56 +0200 Subject: [PATCH] wined3d: Add missing GL locking to state table calls. --- dlls/wined3d/context.c | 2 ++ 1 file changed, 2 insertions(+) diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 8a4296d26a9..803a7ccfadf 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -1670,6 +1670,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU IWineD3DDeviceImpl_FindTexUnitMap(This); + ENTER_GL(); for(i=0; i < context->numDirtyEntries; i++) { dirtyState = context->dirtyArray[i]; idx = dirtyState >> 5; @@ -1677,6 +1678,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU context->isStateDirty[idx] &= ~(1 << shift); StateTable[dirtyState].apply(dirtyState, This->stateBlock, context); } + LEAVE_GL(); context->numDirtyEntries = 0; /* This makes the whole list clean */ context->last_was_blit = FALSE; break;