d3d9: Use wined3d_stateblock_get_state() in d3d9_device_GetRenderState().
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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@ -2329,6 +2329,7 @@ static HRESULT WINAPI d3d9_device_GetRenderState(IDirect3DDevice9Ex *iface,
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D3DRENDERSTATETYPE state, DWORD *value)
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D3DRENDERSTATETYPE state, DWORD *value)
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{
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{
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struct d3d9_device *device = impl_from_IDirect3DDevice9Ex(iface);
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struct d3d9_device *device = impl_from_IDirect3DDevice9Ex(iface);
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const struct wined3d_stateblock_state *device_state;
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struct wined3d_color factor;
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struct wined3d_color factor;
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TRACE("iface %p, state %#x, value %p.\n", iface, state, value);
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TRACE("iface %p, state %#x, value %p.\n", iface, state, value);
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@ -2344,7 +2345,8 @@ static HRESULT WINAPI d3d9_device_GetRenderState(IDirect3DDevice9Ex *iface,
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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_render_state(device->wined3d_device, state);
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device_state = wined3d_stateblock_get_state(device->state);
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*value = device_state->rs[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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