http://bugs.winehq.org/show_bug.cgi?id=9810
--- Comment #2 from Stefan Dösinger stefandoesinger@gmx.at 2007-09-29 09:08:26 --- I think we should check more than that, and should check where we're calling gl at all. Ideally we would perform opengl calls only once per d3d draw, blit, clear or frontbuffer unlock call. This would help in regards of multithreaded apps. Many are rendering from one thread only, but create and load resources from other threads. There are situations in which we create an additional context for a new thread just to call glDeleteTextures in surface.c.