wined3d: wined3d_device_set_vertex_shader() never fails.
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@ -2110,7 +2110,6 @@ static HRESULT WINAPI d3d8_device_SetVertexShader(IDirect3DDevice8 *iface, DWORD
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{
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struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
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struct d3d8_vertex_shader *shader_impl;
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HRESULT hr;
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TRACE("iface %p, shader %#x.\n", iface, shader);
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@ -2140,12 +2139,10 @@ static HRESULT WINAPI d3d8_device_SetVertexShader(IDirect3DDevice8 *iface, DWORD
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wined3d_device_set_vertex_declaration(device->wined3d_device,
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shader_impl->vertex_declaration->wined3d_vertex_declaration);
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hr = wined3d_device_set_vertex_shader(device->wined3d_device, shader_impl->wined3d_shader);
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wined3d_device_set_vertex_shader(device->wined3d_device, shader_impl->wined3d_shader);
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wined3d_mutex_unlock();
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TRACE("Returning hr %#x\n", hr);
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return hr;
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return D3D_OK;
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}
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static HRESULT WINAPI d3d8_device_GetVertexShader(IDirect3DDevice8 *iface, DWORD *shader)
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@ -2266,16 +2266,15 @@ static HRESULT WINAPI d3d9_device_SetVertexShader(IDirect3DDevice9Ex *iface, IDi
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{
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struct d3d9_device *device = impl_from_IDirect3DDevice9Ex(iface);
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struct d3d9_vertexshader *shader_obj = unsafe_impl_from_IDirect3DVertexShader9(shader);
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HRESULT hr;
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TRACE("iface %p, shader %p.\n", iface, shader);
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wined3d_mutex_lock();
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hr = wined3d_device_set_vertex_shader(device->wined3d_device,
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wined3d_device_set_vertex_shader(device->wined3d_device,
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shader_obj ? shader_obj->wined3d_shader : NULL);
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wined3d_mutex_unlock();
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return hr;
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return D3D_OK;
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}
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static HRESULT WINAPI d3d9_device_GetVertexShader(IDirect3DDevice9Ex *iface, IDirect3DVertexShader9 **shader)
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@ -2449,39 +2449,33 @@ struct wined3d_vertex_declaration * CDECL wined3d_device_get_vertex_declaration(
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return device->stateBlock->state.vertex_declaration;
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}
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HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
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void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
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{
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struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
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TRACE("device %p, shader %p.\n", device, shader);
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if (shader)
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wined3d_shader_incref(shader);
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if (prev)
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wined3d_shader_decref(prev);
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device->updateStateBlock->state.vertex_shader = shader;
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device->updateStateBlock->changed.vertexShader = TRUE;
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if (device->isRecordingState)
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{
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if (shader)
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wined3d_shader_incref(shader);
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if (prev)
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wined3d_shader_decref(prev);
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TRACE("Recording... not performing anything.\n");
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return WINED3D_OK;
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return;
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}
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if (shader == prev)
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{
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TRACE("Application is setting the old shader over, nothing to do.\n");
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return WINED3D_OK;
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return;
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}
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if (shader)
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wined3d_shader_incref(shader);
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if (prev)
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wined3d_shader_decref(prev);
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device_invalidate_state(device, STATE_VSHADER);
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return WINED3D_OK;
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}
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struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
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@ -2236,7 +2236,7 @@ void __cdecl wined3d_device_set_transform(struct wined3d_device *device,
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enum wined3d_transform_state state, const struct wined3d_matrix *matrix);
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void __cdecl wined3d_device_set_vertex_declaration(struct wined3d_device *device,
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struct wined3d_vertex_declaration *declaration);
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HRESULT __cdecl wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader);
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void __cdecl wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader);
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void __cdecl wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport);
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HRESULT __cdecl wined3d_device_set_vs_consts_b(struct wined3d_device *device,
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UINT start_register, const BOOL *constants, UINT bool_count);
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