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Some threading fixes (prevents some dead-locks).
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@ -1667,6 +1667,8 @@ GL_IDirect3DDeviceImpl_7_3T_SetTextureStageState(LPDIRECT3DDEVICE7 iface,
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This->state_block.texture_stage_state[dwStage][D3DTSS_ADDRESSV - 1] = dwState;
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}
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ENTER_GL();
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switch (d3dTexStageStateType) {
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case D3DTSS_MINFILTER:
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case D3DTSS_MIPFILTER:
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@ -2007,6 +2009,8 @@ GL_IDirect3DDeviceImpl_7_3T_SetTextureStageState(LPDIRECT3DDEVICE7 iface,
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break;
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}
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LEAVE_GL();
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return DD_OK;
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}
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@ -3016,7 +3020,9 @@ static void d3ddevice_flush_to_frame_buffer(IDirect3DDeviceImpl *d3d_dev, LPCREC
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, max_tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_tex);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, tex_env);
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LEAVE_GL();
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d3d_dev->matrices_updated(d3d_dev, TEXMAT0_CHANGED);
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ENTER_GL();
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#if 0
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/* I keep this code here as it's very useful to debug :-) */
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{
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@ -723,6 +723,7 @@ gltex_bltfast(IDirectDrawSurfaceImpl *surf_ptr, DWORD dstx,
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glReadBuffer(GL_BACK);
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else {
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ERR("Wrong surface type for locking !\n");
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glBindTexture(GL_TEXTURE_2D, cur_tex);
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LEAVE_GL();
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return DDERR_INVALIDPARAMS;
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}
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