wined3d: Add missing GL locking to fragment_pipeline.enable_extension() implementations.
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b5aee04023
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@ -2273,6 +2273,7 @@ struct arbfp_ffp_desc
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};
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};
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static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
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static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
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ENTER_GL();
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if(enable) {
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if(enable) {
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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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@ -2280,6 +2281,7 @@ static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
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glDisable(GL_FRAGMENT_PROGRAM_ARB);
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glDisable(GL_FRAGMENT_PROGRAM_ARB);
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checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
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checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
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}
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}
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LEAVE_GL();
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}
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}
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static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
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static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
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@ -1043,6 +1043,7 @@ static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
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};
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};
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static void atifs_enable(IWineD3DDevice *iface, BOOL enable) {
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static void atifs_enable(IWineD3DDevice *iface, BOOL enable) {
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ENTER_GL();
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if(enable) {
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if(enable) {
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glEnable(GL_FRAGMENT_SHADER_ATI);
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glEnable(GL_FRAGMENT_SHADER_ATI);
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checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
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checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
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@ -1050,6 +1051,7 @@ static void atifs_enable(IWineD3DDevice *iface, BOOL enable) {
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glDisable(GL_FRAGMENT_SHADER_ATI);
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glDisable(GL_FRAGMENT_SHADER_ATI);
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checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
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checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
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}
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}
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LEAVE_GL();
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}
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}
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static void atifs_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
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static void atifs_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
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@ -595,6 +595,7 @@ static void nvrc_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
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static void nvrc_enable(IWineD3DDevice *iface, BOOL enable) { }
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static void nvrc_enable(IWineD3DDevice *iface, BOOL enable) { }
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static void nvts_enable(IWineD3DDevice *iface, BOOL enable) {
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static void nvts_enable(IWineD3DDevice *iface, BOOL enable) {
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ENTER_GL();
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if(enable) {
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if(enable) {
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glEnable(GL_TEXTURE_SHADER_NV);
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glEnable(GL_TEXTURE_SHADER_NV);
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checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
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checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
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@ -602,6 +603,7 @@ static void nvts_enable(IWineD3DDevice *iface, BOOL enable) {
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glDisable(GL_TEXTURE_SHADER_NV);
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glDisable(GL_TEXTURE_SHADER_NV);
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checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
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checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
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}
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}
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LEAVE_GL();
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}
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}
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static void nvrc_fragment_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps)
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static void nvrc_fragment_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps)
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