wined3d: Add ENTER_GL/LEAVE_GL in IWineD3DQueryImpl_Release.
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@ -62,6 +62,7 @@ static ULONG WINAPI IWineD3DQueryImpl_Release(IWineD3DQuery *iface) {
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TRACE("(%p) : Releasing from %d\n", This, This->ref);
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ref = InterlockedDecrement(&This->ref);
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if (ref == 0) {
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ENTER_GL();
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if(This->type == WINED3DQUERYTYPE_EVENT) {
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if(GL_SUPPORT(APPLE_FENCE)) {
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GL_EXTCALL(glDeleteFencesAPPLE(1, &((WineQueryEventData *)(This->extendedData))->fenceId));
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@ -74,6 +75,7 @@ static ULONG WINAPI IWineD3DQueryImpl_Release(IWineD3DQuery *iface) {
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GL_EXTCALL(glDeleteQueriesARB(1, &((WineQueryOcclusionData *)(This->extendedData))->queryId));
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checkGLcall("glDeleteQueriesARB");
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}
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LEAVE_GL();
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HeapFree(GetProcessHeap(), 0, This->extendedData);
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HeapFree(GetProcessHeap(), 0, This);
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