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wined3d: Add missing GL locking to d3dfmt_p8_upload_palette().
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@ -2263,7 +2263,9 @@ static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES conve
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if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
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{
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TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
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ENTER_GL();
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GL_EXTCALL(glColorTableEXT(This->glDescription.target,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
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LEAVE_GL();
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}
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else
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{
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@ -2271,6 +2273,8 @@ static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES conve
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* The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
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TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
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ENTER_GL();
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/* Create the fragment program if we don't have it */
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if(!device->paletteConversionShader)
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{
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@ -2310,6 +2314,8 @@ static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES conve
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/* Rebind the texture because it isn't bound anymore */
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glBindTexture(This->glDescription.target, This->glDescription.textureName);
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LEAVE_GL();
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}
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}
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