wined3d: Add missing GL locking to state table calls.

This commit is contained in:
Henri Verbeet 2009-05-12 16:19:56 +02:00 committed by Alexandre Julliard
parent 59689262e7
commit 7f14ea01c6

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@ -1670,6 +1670,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
IWineD3DDeviceImpl_FindTexUnitMap(This); IWineD3DDeviceImpl_FindTexUnitMap(This);
ENTER_GL();
for(i=0; i < context->numDirtyEntries; i++) { for(i=0; i < context->numDirtyEntries; i++) {
dirtyState = context->dirtyArray[i]; dirtyState = context->dirtyArray[i];
idx = dirtyState >> 5; idx = dirtyState >> 5;
@ -1677,6 +1678,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
context->isStateDirty[idx] &= ~(1 << shift); context->isStateDirty[idx] &= ~(1 << shift);
StateTable[dirtyState].apply(dirtyState, This->stateBlock, context); StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
} }
LEAVE_GL();
context->numDirtyEntries = 0; /* This makes the whole list clean */ context->numDirtyEntries = 0; /* This makes the whole list clean */
context->last_was_blit = FALSE; context->last_was_blit = FALSE;
break; break;