wined3d: Call frag_pipe->enable_extension under the GL lock.
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dbd058a85a
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@ -5504,10 +5504,9 @@ struct arbfp_ffp_desc
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unsigned int num_textures_used;
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};
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/* Context activation is done by the caller. */
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/* Context activation and GL locking are done by the caller. */
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static void arbfp_enable(BOOL enable)
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{
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ENTER_GL();
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if(enable) {
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
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@ -5515,7 +5514,6 @@ static void arbfp_enable(BOOL enable)
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glDisable(GL_FRAGMENT_PROGRAM_ARB);
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checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
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}
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LEAVE_GL();
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}
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static HRESULT arbfp_alloc(struct wined3d_device *device)
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@ -1054,10 +1054,9 @@ static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
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{0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
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};
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/* Context activation is done by the caller. */
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/* Context activation and GL locking are done by the caller. */
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static void atifs_enable(BOOL enable)
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{
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ENTER_GL();
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if(enable) {
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glEnable(GL_FRAGMENT_SHADER_ATI);
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checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
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@ -1065,7 +1064,6 @@ static void atifs_enable(BOOL enable)
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glDisable(GL_FRAGMENT_SHADER_ATI);
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checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
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}
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LEAVE_GL();
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}
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static void atifs_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
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@ -1649,11 +1649,10 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
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{
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GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
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}
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device->frag_pipe->enable_extension(TRUE);
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LEAVE_GL();
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device->frag_pipe->enable_extension(TRUE);
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TRACE("Created context %p.\n", ret);
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return ret;
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@ -1913,14 +1912,13 @@ static void SetupForBlit(struct wined3d_device *device, struct wined3d_context *
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
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set_blit_dimension(width, height);
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device->frag_pipe->enable_extension(FALSE);
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LEAVE_GL();
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context->blit_w = width; context->blit_h = height;
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Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
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Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
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device->frag_pipe->enable_extension(FALSE);
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}
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/* Do not call while under the GL lock. */
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@ -2208,6 +2206,7 @@ BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_d
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LEAVE_GL();
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}
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ENTER_GL();
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if (context->last_was_blit)
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{
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device->frag_pipe->enable_extension(TRUE);
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@ -2216,7 +2215,6 @@ BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_d
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/* Blending and clearing should be orthogonal, but tests on the nvidia
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* driver show that disabling blending when clearing improves the clearing
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* performance incredibly. */
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ENTER_GL();
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glDisable(GL_BLEND);
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glEnable(GL_SCISSOR_TEST);
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checkGLcall("glEnable GL_SCISSOR_TEST");
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@ -2286,12 +2284,12 @@ BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_de
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LEAVE_GL();
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}
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ENTER_GL();
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if (context->last_was_blit)
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{
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device->frag_pipe->enable_extension(TRUE);
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}
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ENTER_GL();
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for (i = 0; i < context->numDirtyEntries; ++i)
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{
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DWORD rep = context->dirtyArray[i];
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@ -2381,8 +2379,16 @@ struct wined3d_context *context_acquire(struct wined3d_device *device, struct wi
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if (context != current_context)
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{
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if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
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else device->frag_pipe->enable_extension(!context->last_was_blit);
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if (!context_set_current(context))
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{
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ERR("Failed to activate the new context.\n");
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}
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else
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{
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ENTER_GL();
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device->frag_pipe->enable_extension(!context->last_was_blit);
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LEAVE_GL();
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}
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if (context->vshader_const_dirty)
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{
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@ -623,10 +623,9 @@ static void nvrc_texfactor(DWORD state, struct wined3d_stateblock *stateblock, s
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/* Context activation is done by the caller. */
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static void nvrc_enable(BOOL enable) {}
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/* Context activation is done by the caller. */
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/* Context activation and GL locking are done by the caller. */
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static void nvts_enable(BOOL enable)
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{
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ENTER_GL();
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if(enable) {
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glEnable(GL_TEXTURE_SHADER_NV);
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checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
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@ -634,7 +633,6 @@ static void nvts_enable(BOOL enable)
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glDisable(GL_TEXTURE_SHADER_NV);
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checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
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}
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LEAVE_GL();
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}
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static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
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@ -5578,7 +5578,7 @@ static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
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{0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
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};
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/* Context activation is done by the caller. */
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/* Context activation and GL locking are done by the caller. */
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static void ffp_enable(BOOL enable) {}
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static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
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