wined3d: Remove stateblock handling from wined3d_device_set_geometry_shader().

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>
This commit is contained in:
Zebediah Figura 2019-01-24 23:06:07 -06:00 committed by Alexandre Julliard
parent c87aa2b9fc
commit d94ae444d2
1 changed files with 3 additions and 3 deletions

View File

@ -2830,15 +2830,15 @@ struct wined3d_sampler * CDECL wined3d_device_get_ds_sampler(const struct wined3
void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader)
{
struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
struct wined3d_shader *prev = device->state.shader[WINED3D_SHADER_TYPE_GEOMETRY];
TRACE("device %p, shader %p.\n", device, shader);
if (device->recording || shader == prev)
if (shader == prev)
return;
if (shader)
wined3d_shader_incref(shader);
device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY] = shader;
device->state.shader[WINED3D_SHADER_TYPE_GEOMETRY] = shader;
wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_GEOMETRY, shader);
if (prev)
wined3d_shader_decref(prev);