d3d9: Handle stateblocks in d3d9_device_SetVertexShaderConstantI().
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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@ -3515,8 +3515,11 @@ static HRESULT WINAPI d3d9_device_SetVertexShaderConstantI(IDirect3DDevice9Ex *i
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TRACE("iface %p, reg_idx %u, data %p, count %u.\n", iface, reg_idx, data, count);
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wined3d_mutex_lock();
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hr = wined3d_device_set_vs_consts_i(device->wined3d_device,
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hr = wined3d_stateblock_set_vs_consts_i(device->update_state,
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reg_idx, count, (const struct wined3d_ivec4 *)data);
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if (SUCCEEDED(hr) && !device->recording)
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hr = wined3d_device_set_vs_consts_i(device->wined3d_device,
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reg_idx, count, (const struct wined3d_ivec4 *)data);
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wined3d_mutex_unlock();
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return hr;
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