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>
This commit is contained in:
Zebediah Figura 2019-10-01 20:03:53 -05:00 committed by Alexandre Julliard
parent 334e4880b3
commit decbed4184
1 changed files with 3 additions and 1 deletions

View File

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