d3d8: Handle stateblocks in d3d8_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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@ -2814,9 +2814,15 @@ static HRESULT WINAPI d3d8_device_SetVertexShader(IDirect3DDevice8 *iface, DWORD
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TRACE("Setting FVF, %#x\n", shader);
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TRACE("Setting FVF, %#x\n", shader);
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wined3d_mutex_lock();
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wined3d_mutex_lock();
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wined3d_device_set_vertex_declaration(device->wined3d_device,
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wined3d_stateblock_set_vertex_declaration(device->update_state,
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d3d8_device_get_fvf_declaration(device, shader)->wined3d_vertex_declaration);
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d3d8_device_get_fvf_declaration(device, shader)->wined3d_vertex_declaration);
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wined3d_device_set_vertex_shader(device->wined3d_device, NULL);
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wined3d_stateblock_set_vertex_shader(device->update_state, NULL);
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if (!device->recording)
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{
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wined3d_device_set_vertex_declaration(device->wined3d_device,
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d3d8_device_get_fvf_declaration(device, shader)->wined3d_vertex_declaration);
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wined3d_device_set_vertex_shader(device->wined3d_device, NULL);
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}
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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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@ -2833,9 +2839,15 @@ static HRESULT WINAPI d3d8_device_SetVertexShader(IDirect3DDevice8 *iface, DWORD
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return D3DERR_INVALIDCALL;
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return D3DERR_INVALIDCALL;
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}
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}
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wined3d_device_set_vertex_declaration(device->wined3d_device,
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wined3d_stateblock_set_vertex_declaration(device->update_state,
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shader_impl->vertex_declaration->wined3d_vertex_declaration);
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shader_impl->vertex_declaration->wined3d_vertex_declaration);
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wined3d_device_set_vertex_shader(device->wined3d_device, shader_impl->wined3d_shader);
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wined3d_stateblock_set_vertex_shader(device->update_state, shader_impl->wined3d_shader);
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if (!device->recording)
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{
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wined3d_device_set_vertex_declaration(device->wined3d_device,
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shader_impl->vertex_declaration->wined3d_vertex_declaration);
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wined3d_device_set_vertex_shader(device->wined3d_device, shader_impl->wined3d_shader);
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}
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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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