d3d8: Retrieve the vertex shader from the primary stateblock.
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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@ -2967,7 +2967,7 @@ static HRESULT WINAPI d3d8_device_DeleteVertexShader(IDirect3DDevice8 *iface, DW
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}
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}
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if (shader_impl->wined3d_shader
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if (shader_impl->wined3d_shader
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&& wined3d_device_get_vertex_shader(device->wined3d_device) == shader_impl->wined3d_shader)
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&& wined3d_stateblock_get_state(device->state)->vs == shader_impl->wined3d_shader)
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IDirect3DDevice8_SetVertexShader(iface, 0);
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IDirect3DDevice8_SetVertexShader(iface, 0);
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wined3d_mutex_unlock();
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wined3d_mutex_unlock();
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