wined3d: Catch nop pixel shader changes.

This commit is contained in:
Stefan Dösinger 2007-01-04 00:07:45 +01:00 committed by Alexandre Julliard
parent cd9a3517f3
commit 4e0f7ccd7d
1 changed files with 7 additions and 1 deletions

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@ -3260,6 +3260,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface,
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return WINED3D_OK;
} else if(oldShader == pShader) {
/* Checked here to allow proper stateblock recording */
TRACE("App is setting the old shader over, nothing to do\n");
return WINED3D_OK;
}
if (NULL != pShader) {
@ -5832,7 +5837,7 @@ static void device_reapply_stateblock(IWineD3DDeviceImpl* This) {
/* Temporaryily mark all render states dirty to force reapplication
* until the context management for is integrated with the state management
* The same for the pixel shader, vertex declaration
* The same for the pixel shader, vertex declaration and vertex shader
* Sampler states and texture stage states are marked
* dirty my StateBlock::Apply already.
*/
@ -5841,6 +5846,7 @@ static void device_reapply_stateblock(IWineD3DDeviceImpl* This) {
}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VSHADER);
/* Restore recording */
This->isRecordingState = oldRecording;