d3dx9: Implement CommitChanges in effect.
Signed-off-by: Paul Gofman <gofmanp@gmail.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3556,19 +3556,19 @@ static HRESULT WINAPI ID3DXEffectImpl_BeginPass(ID3DXEffect *iface, UINT pass)
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return D3DERR_INVALIDCALL;
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}
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static HRESULT WINAPI ID3DXEffectImpl_CommitChanges(ID3DXEffect* iface)
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static HRESULT WINAPI ID3DXEffectImpl_CommitChanges(ID3DXEffect *iface)
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{
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struct ID3DXEffectImpl *This = impl_from_ID3DXEffect(iface);
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struct ID3DXEffectImpl *effect = impl_from_ID3DXEffect(iface);
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FIXME("(%p)->(): stub\n", This);
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TRACE("iface %p.\n", iface);
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if (!This->active_pass)
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if (!effect->active_pass)
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{
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WARN("Called without an active pass.\n");
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return D3D_OK;
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}
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return E_NOTIMPL;
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/* TODO: apply only changed states */
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return d3dx9_apply_pass_states(effect, effect->active_pass);
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}
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static HRESULT WINAPI ID3DXEffectImpl_EndPass(ID3DXEffect *iface)
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