d3d8: Handle stateblocks in d3d8_device_SetStreamSource().
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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@ -3347,13 +3347,17 @@ static HRESULT WINAPI d3d8_device_SetStreamSource(IDirect3DDevice8 *iface,
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else
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wined3d_buffer = buffer_impl->wined3d_buffer;
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hr = wined3d_device_set_stream_source(device->wined3d_device, stream_idx, wined3d_buffer, 0, stride);
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hr = wined3d_stateblock_set_stream_source(device->update_state, stream_idx, wined3d_buffer, 0, stride);
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if (SUCCEEDED(hr) && !device->recording)
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{
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if (buffer_impl && buffer_impl->draw_buffer)
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device->sysmem_vb |= (1u << stream_idx);
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else
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device->sysmem_vb &= ~(1u << stream_idx);
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hr = wined3d_device_set_stream_source(device->wined3d_device, stream_idx, wined3d_buffer, 0, stride);
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if (SUCCEEDED(hr))
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{
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if (buffer_impl && buffer_impl->draw_buffer)
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device->sysmem_vb |= (1u << stream_idx);
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else
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device->sysmem_vb &= ~(1u << stream_idx);
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}
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}
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wined3d_mutex_unlock();
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