Zebediah Figura : d3d8: Handle stateblocks in d3d8_device_SetVertexShader().
Alexandre Julliard
julliard at winehq.org
Tue Oct 1 15:50:32 CDT 2019
Module: wine
Branch: master
Commit: 41f0096d5e9ed2adcacbeea46d79b082949042c1
URL: https://source.winehq.org/git/wine.git/?a=commit;h=41f0096d5e9ed2adcacbeea46d79b082949042c1
Author: Zebediah Figura <z.figura12 at 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 at gmail.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at 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;
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