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wined3d: Add missing GL locking to state table calls.
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parent
59689262e7
commit
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@ -1670,6 +1670,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
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IWineD3DDeviceImpl_FindTexUnitMap(This);
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IWineD3DDeviceImpl_FindTexUnitMap(This);
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ENTER_GL();
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for(i=0; i < context->numDirtyEntries; i++) {
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for(i=0; i < context->numDirtyEntries; i++) {
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dirtyState = context->dirtyArray[i];
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dirtyState = context->dirtyArray[i];
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idx = dirtyState >> 5;
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idx = dirtyState >> 5;
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@ -1677,6 +1678,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
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context->isStateDirty[idx] &= ~(1 << shift);
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context->isStateDirty[idx] &= ~(1 << shift);
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StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
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StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
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}
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}
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LEAVE_GL();
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context->numDirtyEntries = 0; /* This makes the whole list clean */
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context->numDirtyEntries = 0; /* This makes the whole list clean */
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context->last_was_blit = FALSE;
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context->last_was_blit = FALSE;
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break;
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break;
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