Track the state of softwareVertexProcessing.
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@ -4487,15 +4487,25 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *ifa
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HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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static BOOL showFixmes = TRUE;
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if (showFixmes) {
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FIXME("(%p) : stub\n", This);
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showFixmes = FALSE;
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}
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This->updateStateBlock->softwareVertexProcessing = bSoftware;
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return D3D_OK;
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}
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BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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static BOOL showFixmes = TRUE;
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if (showFixmes) {
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FIXME("(%p) : stub\n", This);
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return FALSE;
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showFixmes = FALSE;
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}
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return This->updateStateBlock->softwareVertexProcessing;
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}
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@ -367,6 +367,8 @@ should really perform a delta so that only the changes get updated*/
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IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
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}
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IWineD3DDevice_SetSoftwareVertexProcessing(pDevice, This->softwareVertexProcessing);
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/* Others + Render & Texture */
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if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == D3DSBT_ALL) {
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for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
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@ -890,6 +890,8 @@ struct IWineD3DStateBlockImpl
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void *vertexShader; /* @TODO: Replace void * with IWineD3DVertexShader * */
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BOOL softwareVertexProcessing;
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/* Stream Source */
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BOOL streamIsUP;
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UINT streamStride[MAX_STREAMS];
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