wined3d: Catch nop pixel shader changes.
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@ -3260,6 +3260,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface,
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if (This->isRecordingState) {
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TRACE("Recording... not performing anything\n");
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return WINED3D_OK;
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} else if(oldShader == pShader) {
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/* Checked here to allow proper stateblock recording */
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TRACE("App is setting the old shader over, nothing to do\n");
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return WINED3D_OK;
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}
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if (NULL != pShader) {
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@ -5832,7 +5837,7 @@ static void device_reapply_stateblock(IWineD3DDeviceImpl* This) {
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/* Temporaryily mark all render states dirty to force reapplication
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* until the context management for is integrated with the state management
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* The same for the pixel shader, vertex declaration
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* The same for the pixel shader, vertex declaration and vertex shader
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* Sampler states and texture stage states are marked
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* dirty my StateBlock::Apply already.
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*/
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@ -5841,6 +5846,7 @@ static void device_reapply_stateblock(IWineD3DDeviceImpl* This) {
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}
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VSHADER);
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/* Restore recording */
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This->isRecordingState = oldRecording;
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