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>
This commit is contained in:
Zebediah Figura 2019-09-30 20:28:31 -05:00 committed by Alexandre Julliard
parent 3a3742f785
commit 12439d3d00
1 changed files with 4 additions and 1 deletions

View File

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