d3d8: Use wined3d_stateblock_get_state() in d3d8_device_GetRenderState().
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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@ -1875,18 +1875,20 @@ static HRESULT WINAPI d3d8_device_GetRenderState(IDirect3DDevice8 *iface,
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D3DRENDERSTATETYPE state, DWORD *value)
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{
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struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
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const struct wined3d_stateblock_state *device_state;
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TRACE("iface %p, state %#x, value %p.\n", iface, state, value);
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wined3d_mutex_lock();
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device_state = wined3d_stateblock_get_state(device->state);
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switch (state)
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{
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case D3DRS_ZBIAS:
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*value = wined3d_device_get_render_state(device->wined3d_device, WINED3D_RS_DEPTHBIAS);
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*value = device_state->rs[WINED3D_RS_DEPTHBIAS];
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break;
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default:
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*value = wined3d_device_get_render_state(device->wined3d_device, state);
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*value = device_state->rs[state];
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}
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wined3d_mutex_unlock();
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