d3d9: Handle stateblocks in d3d9_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>
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@ -3422,8 +3422,11 @@ static HRESULT WINAPI d3d9_device_SetVertexShader(IDirect3DDevice9Ex *iface, IDi
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TRACE("iface %p, shader %p.\n", iface, shader);
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TRACE("iface %p, shader %p.\n", iface, shader);
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wined3d_mutex_lock();
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wined3d_mutex_lock();
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wined3d_device_set_vertex_shader(device->wined3d_device,
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wined3d_stateblock_set_vertex_shader(device->update_state,
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shader_obj ? shader_obj->wined3d_shader : NULL);
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shader_obj ? shader_obj->wined3d_shader : NULL);
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if (!device->recording)
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wined3d_device_set_vertex_shader(device->wined3d_device,
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shader_obj ? shader_obj->wined3d_shader : NULL);
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wined3d_mutex_unlock();
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wined3d_mutex_unlock();
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return D3D_OK;
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return D3D_OK;
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