wined3d: arbfp_set_shader_blit should handle ENTER_GL/LEAVE_GL instead of the caller.
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0607637162
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8a002b09c1
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@ -3662,8 +3662,10 @@ static HRESULT arbfp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum t
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glDesc->conversion_group != WINED3DFMT_YV12) {
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glDesc->conversion_group != WINED3DFMT_YV12) {
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TRACE("Format: %s\n", debug_d3dformat(glDesc->conversion_group));
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TRACE("Format: %s\n", debug_d3dformat(glDesc->conversion_group));
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/* Don't bother setting up a shader for unconverted formats */
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/* Don't bother setting up a shader for unconverted formats */
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ENTER_GL();
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glEnable(textype);
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glEnable(textype);
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checkGLcall("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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return WINED3D_OK;
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}
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}
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@ -3691,12 +3693,14 @@ static HRESULT arbfp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum t
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shader = gen_yuv_shader(device, glDesc->conversion_group, textype);
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shader = gen_yuv_shader(device, glDesc->conversion_group, textype);
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}
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}
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ENTER_GL();
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
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checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
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GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
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GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
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checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
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checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
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GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
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GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
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checkGLcall("glProgramLocalParameter4fvARB");
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checkGLcall("glProgramLocalParameter4fvARB");
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LEAVE_GL();
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return WINED3D_OK;
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return WINED3D_OK;
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}
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}
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@ -3485,10 +3485,11 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
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rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
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rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
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}
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}
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ENTER_GL();
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myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format,
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myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format,
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Src->glDescription.target, Src->pow2Width, Src->pow2Height);
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Src->glDescription.target, Src->pow2Width, Src->pow2Height);
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ENTER_GL();
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/* Bind the texture */
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/* Bind the texture */
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glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
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glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
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checkGLcall("glBindTexture");
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checkGLcall("glBindTexture");
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