d3d9: Retrieve texture states from the primary stateblock.
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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@ -2625,14 +2625,14 @@ static HRESULT WINAPI d3d9_device_GetTextureStageState(IDirect3DDevice9Ex *iface
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TRACE("iface %p, stage %u, state %#x, value %p.\n", iface, stage, state, value);
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TRACE("iface %p, stage %u, state %#x, value %p.\n", iface, stage, state, value);
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if (state >= ARRAY_SIZE(tss_lookup))
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if (state >= ARRAY_SIZE(tss_lookup) || tss_lookup[state] == WINED3D_TSS_INVALID)
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{
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{
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WARN("Invalid state %#x passed.\n", state);
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WARN("Invalid state %#x passed.\n", state);
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return D3D_OK;
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return D3D_OK;
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}
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}
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wined3d_mutex_lock();
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wined3d_mutex_lock();
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*value = wined3d_device_get_texture_stage_state(device->wined3d_device, stage, tss_lookup[state]);
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*value = wined3d_stateblock_get_state(device->state)->texture_states[stage][tss_lookup[state]];
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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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