d3d8: Handle stateblocks in d3d8_device_SetTextureStageState().
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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@ -2226,9 +2226,17 @@ static HRESULT WINAPI d3d8_device_SetTextureStageState(IDirect3DDevice8 *iface,
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wined3d_mutex_lock();
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wined3d_mutex_lock();
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if (l->sampler_state)
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if (l->sampler_state)
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wined3d_device_set_sampler_state(device->wined3d_device, stage, l->u.sampler_state, value);
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{
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wined3d_stateblock_set_sampler_state(device->update_state, stage, l->u.sampler_state, value);
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if (!device->recording)
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wined3d_device_set_sampler_state(device->wined3d_device, stage, l->u.sampler_state, value);
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}
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else
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else
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wined3d_device_set_texture_stage_state(device->wined3d_device, stage, l->u.texture_state, value);
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{
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wined3d_stateblock_set_texture_stage_state(device->update_state, stage, l->u.texture_state, value);
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if (!device->recording)
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wined3d_device_set_texture_stage_state(device->wined3d_device, stage, l->u.texture_state, value);
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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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