d3d8: Handle stateblocks in d3d8_device_SetPixelShaderConstant().
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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@ -3231,7 +3231,9 @@ static HRESULT WINAPI d3d8_device_SetPixelShaderConstant(IDirect3DDevice8 *iface
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iface, start_register, data, count);
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wined3d_mutex_lock();
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hr = wined3d_device_set_ps_consts_f(device->wined3d_device, start_register, count, data);
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hr = wined3d_stateblock_set_ps_consts_f(device->update_state, start_register, count, data);
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if (SUCCEEDED(hr) && !device->recording)
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hr = wined3d_device_set_ps_consts_f(device->wined3d_device, start_register, count, data);
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wined3d_mutex_unlock();
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return hr;
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