wined3d: Make GetTexture and GetSamplerState read from the correct stateblock.
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@ -4638,7 +4638,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface,
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static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/** TODO: check that sampler is in range **/
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*Value = This->updateStateBlock->samplerState[Sampler][Type];
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*Value = This->stateBlock->samplerState[Sampler][Type];
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TRACE("(%p) : Sampler %d Type %u Returning %d\n", This, Sampler, Type, *Value);
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return WINED3D_OK;
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@ -5817,7 +5817,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD
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TRACE("Attempt to access invalid texture rejected\n");
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return WINED3DERR_INVALIDCALL;
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}
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*ppTexture=This->updateStateBlock->textures[Stage];
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*ppTexture=This->stateBlock->textures[Stage];
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if (*ppTexture)
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IWineD3DBaseTexture_AddRef(*ppTexture);
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