diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 25654f38049..9b21f0e8749 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -2273,6 +2273,7 @@ struct arbfp_ffp_desc }; static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) { + ENTER_GL(); if(enable) { glEnable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)"); @@ -2280,6 +2281,7 @@ static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) { glDisable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); } + LEAVE_GL(); } static HRESULT arbfp_alloc(IWineD3DDevice *iface) { diff --git a/dlls/wined3d/ati_fragment_shader.c b/dlls/wined3d/ati_fragment_shader.c index a8c137f9b45..fb95edcaec6 100644 --- a/dlls/wined3d/ati_fragment_shader.c +++ b/dlls/wined3d/ati_fragment_shader.c @@ -1043,6 +1043,7 @@ static const struct StateEntryTemplate atifs_fragmentstate_template[] = { }; static void atifs_enable(IWineD3DDevice *iface, BOOL enable) { + ENTER_GL(); if(enable) { glEnable(GL_FRAGMENT_SHADER_ATI); checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)"); @@ -1050,6 +1051,7 @@ static void atifs_enable(IWineD3DDevice *iface, BOOL enable) { glDisable(GL_FRAGMENT_SHADER_ATI); checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)"); } + LEAVE_GL(); } static void atifs_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps) diff --git a/dlls/wined3d/nvidia_texture_shader.c b/dlls/wined3d/nvidia_texture_shader.c index f7e331de3d4..3bbb858c769 100644 --- a/dlls/wined3d/nvidia_texture_shader.c +++ b/dlls/wined3d/nvidia_texture_shader.c @@ -595,6 +595,7 @@ static void nvrc_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine static void nvrc_enable(IWineD3DDevice *iface, BOOL enable) { } static void nvts_enable(IWineD3DDevice *iface, BOOL enable) { + ENTER_GL(); if(enable) { glEnable(GL_TEXTURE_SHADER_NV); checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)"); @@ -602,6 +603,7 @@ static void nvts_enable(IWineD3DDevice *iface, BOOL enable) { glDisable(GL_TEXTURE_SHADER_NV); checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)"); } + LEAVE_GL(); } static void nvrc_fragment_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps)