wined3d: Just return the shader from wined3d_device_get_vertex_shader().
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@ -2174,7 +2174,6 @@ static HRESULT WINAPI d3d8_device_DeleteVertexShader(IDirect3DDevice8 *iface, DW
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{
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struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
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struct d3d8_vertex_shader *shader_impl;
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struct wined3d_shader *cur;
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TRACE("iface %p, shader %#x.\n", iface, shader);
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@ -2187,12 +2186,9 @@ static HRESULT WINAPI d3d8_device_DeleteVertexShader(IDirect3DDevice8 *iface, DW
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return D3DERR_INVALIDCALL;
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}
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if ((cur = wined3d_device_get_vertex_shader(device->wined3d_device)))
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{
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if (cur == shader_impl->wined3d_shader)
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IDirect3DDevice8_SetVertexShader(iface, 0);
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wined3d_shader_decref(cur);
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}
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if (shader_impl->wined3d_shader
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&& wined3d_device_get_vertex_shader(device->wined3d_device) == shader_impl->wined3d_shader)
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IDirect3DDevice8_SetVertexShader(iface, 0);
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wined3d_mutex_unlock();
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@ -2286,13 +2286,11 @@ static HRESULT WINAPI d3d9_device_GetVertexShader(IDirect3DDevice9Ex *iface, IDi
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TRACE("iface %p, shader %p.\n", iface, shader);
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wined3d_mutex_lock();
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wined3d_shader = wined3d_device_get_vertex_shader(device->wined3d_device);
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if (wined3d_shader)
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if ((wined3d_shader = wined3d_device_get_vertex_shader(device->wined3d_device)))
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{
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shader_impl = wined3d_shader_get_parent(wined3d_shader);
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*shader = &shader_impl->IDirect3DVertexShader9_iface;
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IDirect3DVertexShader9_AddRef(*shader);
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wined3d_shader_decref(wined3d_shader);
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}
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else
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{
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@ -2480,16 +2480,9 @@ void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struc
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struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
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{
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struct wined3d_shader *shader;
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TRACE("device %p.\n", device);
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shader = device->stateBlock->state.vertex_shader;
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if (shader)
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wined3d_shader_incref(shader);
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TRACE("Returning %p.\n", shader);
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return shader;
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return device->stateBlock->state.vertex_shader;
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}
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HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
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