wined3d: Getting the current pixel shader should never fail.
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@ -2242,7 +2242,6 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShader(IDirect3DDevice8 *ifac
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{
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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IWineD3DPixelShader *object;
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HRESULT hr;
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TRACE("iface %p, shader %p.\n", iface, ppShader);
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@ -2252,8 +2251,8 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShader(IDirect3DDevice8 *ifac
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}
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wined3d_mutex_lock();
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hr = IWineD3DDevice_GetPixelShader(This->WineD3DDevice, &object);
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if (SUCCEEDED(hr) && object)
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object = IWineD3DDevice_GetPixelShader(This->WineD3DDevice);
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if (object)
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{
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IDirect3DPixelShader8Impl *d3d8_shader;
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d3d8_shader = IWineD3DPixelShader_GetParent(object);
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@ -2268,13 +2267,13 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShader(IDirect3DDevice8 *ifac
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TRACE("(%p) : returning %#x\n", This, *ppShader);
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return hr;
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return D3D_OK;
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}
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static HRESULT WINAPI IDirect3DDevice8Impl_DeletePixelShader(LPDIRECT3DDEVICE8 iface, DWORD pShader) {
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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IDirect3DPixelShader8Impl *shader;
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IWineD3DPixelShader *cur = NULL;
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IWineD3DPixelShader *cur;
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TRACE("iface %p, shader %#x.\n", iface, pShader);
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@ -2288,8 +2287,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_DeletePixelShader(LPDIRECT3DDEVICE8 i
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return D3DERR_INVALIDCALL;
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}
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IWineD3DDevice_GetPixelShader(This->WineD3DDevice, &cur);
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cur = IWineD3DDevice_GetPixelShader(This->WineD3DDevice);
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if (cur)
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{
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if (cur == shader->wineD3DPixelShader) IDirect3DDevice8_SetPixelShader(iface, 0);
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@ -2513,36 +2513,28 @@ static HRESULT WINAPI IDirect3DDevice9Impl_GetPixelShader(IDirect3DDevice9Ex *if
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IDirect3DPixelShader9 **shader)
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{
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IWineD3DPixelShader *wined3d_shader;
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HRESULT hr;
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TRACE("iface %p, shader %p.\n", iface, shader);
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if (!shader) return D3DERR_INVALIDCALL;
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wined3d_mutex_lock();
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hr = IWineD3DDevice_GetPixelShader(((IDirect3DDevice9Impl *)iface)->WineD3DDevice, &wined3d_shader);
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if (SUCCEEDED(hr))
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wined3d_shader = IWineD3DDevice_GetPixelShader(((IDirect3DDevice9Impl *)iface)->WineD3DDevice);
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if (wined3d_shader)
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{
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if (wined3d_shader)
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{
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*shader = IWineD3DPixelShader_GetParent(wined3d_shader);
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IDirect3DPixelShader9_AddRef(*shader);
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IWineD3DPixelShader_Release(wined3d_shader);
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}
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else
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{
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*shader = NULL;
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}
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*shader = IWineD3DPixelShader_GetParent(wined3d_shader);
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IDirect3DPixelShader9_AddRef(*shader);
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IWineD3DPixelShader_Release(wined3d_shader);
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}
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else
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{
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WARN("Failed to get pixel shader, hr %#x.\n", hr);
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*shader = NULL;
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}
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wined3d_mutex_unlock();
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TRACE("Returning %p.\n", *shader);
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return hr;
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return D3D_OK;
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}
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static HRESULT WINAPI IDirect3DDevice9Impl_SetPixelShaderConstantF(IDirect3DDevice9Ex *iface,
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@ -3604,20 +3604,18 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, I
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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static IWineD3DPixelShader * WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface)
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{
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)iface;
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IWineD3DPixelShader *shader;
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if (NULL == ppShader) {
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WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
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return WINED3DERR_INVALIDCALL;
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}
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TRACE("iface %p.\n", iface);
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*ppShader = This->stateBlock->pixelShader;
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if (NULL != *ppShader) {
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IWineD3DPixelShader_AddRef(*ppShader);
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}
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TRACE("(%p) : returning %p\n", This, *ppShader);
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return WINED3D_OK;
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shader = device->stateBlock->pixelShader;
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if (shader) IWineD3DPixelShader_AddRef(shader);
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TRACE("Returning %p.\n", shader);
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return shader;
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}
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static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
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@ -3091,8 +3091,7 @@ interface IWineD3DDevice : IUnknown
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HRESULT SetPixelShader(
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[in] IWineD3DPixelShader *shader
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);
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HRESULT GetPixelShader(
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[out] IWineD3DPixelShader **shader
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IWineD3DPixelShader *GetPixelShader(
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);
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HRESULT SetPixelShaderConstantB(
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[in] UINT start_register,
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