Module: wine Branch: master Commit: 41f0096d5e9ed2adcacbeea46d79b082949042c1 URL: https://source.winehq.org/git/wine.git/?a=commit;h=41f0096d5e9ed2adcacbeea46...
Author: Zebediah Figura z.figura12@gmail.com Date: Mon Sep 30 20:28:35 2019 -0500
d3d8: Handle stateblocks in d3d8_device_SetVertexShader().
Signed-off-by: Zebediah Figura z.figura12@gmail.com Signed-off-by: Henri Verbeet hverbeet@codeweavers.com Signed-off-by: Alexandre Julliard julliard@winehq.org
---
dlls/d3d8/device.c | 20 ++++++++++++++++---- 1 file changed, 16 insertions(+), 4 deletions(-)
diff --git a/dlls/d3d8/device.c b/dlls/d3d8/device.c index be43314d3c..eabefd8043 100644 --- a/dlls/d3d8/device.c +++ b/dlls/d3d8/device.c @@ -2814,9 +2814,15 @@ static HRESULT WINAPI d3d8_device_SetVertexShader(IDirect3DDevice8 *iface, DWORD TRACE("Setting FVF, %#x\n", shader);
wined3d_mutex_lock(); - wined3d_device_set_vertex_declaration(device->wined3d_device, + wined3d_stateblock_set_vertex_declaration(device->update_state, d3d8_device_get_fvf_declaration(device, shader)->wined3d_vertex_declaration); - wined3d_device_set_vertex_shader(device->wined3d_device, NULL); + wined3d_stateblock_set_vertex_shader(device->update_state, NULL); + if (!device->recording) + { + wined3d_device_set_vertex_declaration(device->wined3d_device, + d3d8_device_get_fvf_declaration(device, shader)->wined3d_vertex_declaration); + wined3d_device_set_vertex_shader(device->wined3d_device, NULL); + } wined3d_mutex_unlock();
return D3D_OK; @@ -2833,9 +2839,15 @@ static HRESULT WINAPI d3d8_device_SetVertexShader(IDirect3DDevice8 *iface, DWORD return D3DERR_INVALIDCALL; }
- wined3d_device_set_vertex_declaration(device->wined3d_device, + wined3d_stateblock_set_vertex_declaration(device->update_state, shader_impl->vertex_declaration->wined3d_vertex_declaration); - wined3d_device_set_vertex_shader(device->wined3d_device, shader_impl->wined3d_shader); + wined3d_stateblock_set_vertex_shader(device->update_state, shader_impl->wined3d_shader); + if (!device->recording) + { + wined3d_device_set_vertex_declaration(device->wined3d_device, + shader_impl->vertex_declaration->wined3d_vertex_declaration); + wined3d_device_set_vertex_shader(device->wined3d_device, shader_impl->wined3d_shader); + } wined3d_mutex_unlock();
return D3D_OK;