[PATCH 7/7] d3d8: Handle stateblocks in d3d8_device_SetVertexShader().
Zebediah Figura
z.figura12 at gmail.com
Sat Jun 22 10:29:22 CDT 2019
Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
---
dlls/d3d8/device.c | 29 +++++++++++++++++++++++------
1 file changed, 23 insertions(+), 6 deletions(-)
diff --git a/dlls/d3d8/device.c b/dlls/d3d8/device.c
index efea4708fda..2839e7c7ee3 100644
--- a/dlls/d3d8/device.c
+++ b/dlls/d3d8/device.c
@@ -2802,6 +2802,7 @@ static struct d3d8_vertex_declaration *d3d8_device_get_fvf_declaration(struct d3
static HRESULT WINAPI d3d8_device_SetVertexShader(IDirect3DDevice8 *iface, DWORD shader)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
+ struct wined3d_vertex_declaration *wined3d_decl;
struct d3d8_vertex_shader *shader_impl;
TRACE("iface %p, shader %#x.\n", iface, shader);
@@ -2811,9 +2812,17 @@ 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,
- d3d8_device_get_fvf_declaration(device, shader)->wined3d_vertex_declaration);
- wined3d_device_set_vertex_shader(device->wined3d_device, NULL);
+ wined3d_decl = d3d8_device_get_fvf_declaration(device, shader)->wined3d_vertex_declaration;
+ if (device->recording)
+ {
+ wined3d_stateblock_set_vertex_declaration(device->recording, wined3d_decl);
+ wined3d_stateblock_set_vertex_shader(device->recording, NULL);
+ }
+ else
+ {
+ wined3d_device_set_vertex_declaration(device->wined3d_device, wined3d_decl);
+ wined3d_device_set_vertex_shader(device->wined3d_device, NULL);
+ }
wined3d_mutex_unlock();
return D3D_OK;
@@ -2829,10 +2838,18 @@ static HRESULT WINAPI d3d8_device_SetVertexShader(IDirect3DDevice8 *iface, DWORD
return D3DERR_INVALIDCALL;
}
+ wined3d_decl = shader_impl->vertex_declaration->wined3d_vertex_declaration;
- 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);
+ if (device->recording)
+ {
+ wined3d_stateblock_set_vertex_declaration(device->recording, wined3d_decl);
+ wined3d_stateblock_set_vertex_shader(device->recording, shader_impl->wined3d_shader);
+ }
+ else
+ {
+ wined3d_device_set_vertex_declaration(device->wined3d_device, wined3d_decl);
+ wined3d_device_set_vertex_shader(device->wined3d_device, shader_impl->wined3d_shader);
+ }
wined3d_mutex_unlock();
return D3D_OK;
--
2.21.0
More information about the wine-devel
mailing list